Cataclysm BN
game Class Reference

#include <game.h>

Classes

class  Creature_range
 
class  debug_hour_timer
 
class  draw_callback_t
 
class  monster_range
 
class  non_dead_range
 
class  npc_range
 

Public Member Functions

 game ()
 
 ~game ()
 
void load_static_data ()
 Loads static data that does not depend on mods or similar. More...
 
std::string get_player_base_save_path () const
 Base path for saving player data. More...
 
std::string get_world_base_save_path () const
 Base path for saving world data. More...
 
void on_options_changed ()
 Should be invoked whenever options change. More...
 
void setup ()
 
void serialize (std::ostream &fout)
 Saving and loading functions. More...
 
void unserialize (std::istream &fin)
 
void unserialize_master (std::istream &fin)
 
bool dump_stats (const std::string &what, dump_mode mode, const std::vector< std::string > &opts)
 write statistics to stdout and More...
 
bool save ()
 Returns false if saving failed. More...
 
std::vector< std::string > list_active_saves ()
 Returns a list of currently active character saves. More...
 
void write_memorial_file (const std::string &filename, std::string sLastWords)
 Writes information about the character out to a text file timestamped with the time of the file was made. More...
 
bool cleanup_at_end ()
 
void start_calendar ()
 
bool do_turn ()
 MAIN GAME LOOP. More...
 
shared_ptr_fast< ui_adaptorcreate_or_get_main_ui_adaptor ()
 
void invalidate_main_ui_adaptor () const
 
void mark_main_ui_adaptor_resize () const
 
void draw ()
 
void draw_ter (bool draw_sounds=true)
 
void draw_ter (const tripoint &center, bool looking=false, bool draw_sounds=true)
 
void add_draw_callback (shared_ptr_fast< draw_callback_t > cb)
 
void draw_panels (bool force_draw=false)
 
std::optional< tripointget_veh_dir_indicator_location (bool next) const
 Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn. More...
 
void draw_veh_dir_indicator (bool next)
 
void vertical_move (int z, bool force, bool peeking=false)
 Moves the player vertically. More...
 
void start_hauling (const tripoint &pos)
 
std::optional< tripointfind_or_make_stairs (map &mp, int z_after, bool &rope_ladder, bool peeking)
 Returns the other end of the stairs (if any). More...
 
void vertical_shift (int z_after)
 Actual z-level movement part of vertical_move. More...
 
void vertical_notes (int z_before, int z_after)
 Add goes up/down auto_notes (if turned on) More...
 
void use_computer (const tripoint &p)
 Checks to see if a player can use a computer (not illiterate, etc.) and uses if able. More...
 
template<typename T = Creature>
T * critter_by_id (const character_id &id)
 
template<typename T = Creature>
T * critter_at (const tripoint &p, bool allow_hallucination=false)
 Returns the Creature at the given location. More...
 
template<typename T = Creature>
const T * critter_at (const tripoint &p, bool allow_hallucination=false) const
 
template<typename T = Creature>
shared_ptr_fast< T > shared_from (const T &critter)
 Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature). More...
 
size_t num_creatures () const
 Returns the approximate number of creatures in the reality bubble. More...
 
bool update_zombie_pos (const monster &critter, const tripoint &pos)
 Redirects to the creature_tracker update_pos() function. More...
 
void remove_zombie (const monster &critter)
 
void clear_zombies ()
 Redirects to the creature_tracker clear() function. More...
 
bool spawn_hallucination (const tripoint &p)
 Spawns a hallucination at a determined position. More...
 
bool swap_critters (Creature &, Creature &)
 Swaps positions of two creatures. More...
 
Creature_range all_creatures ()
 Returns an anonymous range that contains all creatures. More...
 
monster_range all_monsters ()
 Same as all_creatures but iterators only over monsters. More...
 
npc_range all_npcs ()
 Same as all_creatures but iterators only over npcs. More...
 
std::vector< Creature * > get_creatures_if (const std::function< bool(const Creature &)> &pred)
 Returns all creatures matching a predicate. More...
 
std::vector< npc * > get_npcs_if (const std::function< bool(const npc &)> &pred)
 
Creatureget_creature_if (const std::function< bool(const Creature &)> &pred)
 Returns a creature matching a predicate. More...
 
bool is_empty (const tripoint &p)
 Returns true if there is no player, NPC, or monster on the tile and move_cost > 0. More...
 
bool is_in_sunlight (const tripoint &p)
 Returns true if p is outdoors and it is sunny. More...
 
bool is_sheltered (const tripoint &p)
 Returns true if p is indoors, underground, or in a car. More...
 
bool revive_corpse (const tripoint &p, item &it)
 Revives a corpse at given location. More...
 
void save_cyborg (item *cyborg, const tripoint &couch_pos, player &installer)
 Turns Broken Cyborg monster into Cyborg NPC via surgery. More...
 
bool cancel_activity_query (const std::string &text)
 Asks if the player wants to cancel their activity, and if so cancels it. More...
 
bool cancel_activity_or_ignore_query (distraction_type type, const std::string &text)
 Asks if the player wants to cancel their activity and if so cancels it. More...
 
void moving_vehicle_dismount (const tripoint &dest_loc)
 Handles players exiting from moving vehicles. More...
 
vehicleremoteveh ()
 Returns the current remotely controlled vehicle. More...
 
void setremoteveh (vehicle *veh)
 Sets the current remotely controlled vehicle. More...
 
int assign_mission_id ()
 Returns the next available mission id. More...
 
npcfind_npc (character_id id)
 Find the npc with the given ID. More...
 
void load_npcs ()
 Makes any nearby NPCs on the overmap active. More...
 
void reload_npcs ()
 Unloads, then loads the NPCs. More...
 
const kill_trackerget_kill_tracker () const
 
void add_npc_follower (const character_id &id)
 Add follower id to set of followers. More...
 
void remove_npc_follower (const character_id &id)
 Remove follower id from follower set. More...
 
std::set< character_idget_follower_list ()
 Get set of followers. More...
 
void validate_npc_followers ()
 validate list of followers to account for overmap buffers More...
 
void validate_mounted_npcs ()
 
void validate_linked_vehicles ()
 validate towed vehicles so they get linked up again after a load More...
 
void validate_camps ()
 validate camps to ensure they are on the overmap list More...
 
void autopilot_vehicles ()
 process vehicles that are following the player More...
 
void catch_a_monster (monster *fish, const tripoint &pos, player *p, const time_duration &catch_duration)
 Picks and spawns a random fish from the remaining fish list when a fish is caught. More...
 
std::unordered_set< tripointget_fishable_locations (int distance, const tripoint &fish_pos)
 Get the contiguous fishable locations starting at fish_pos, out to the specificed distance. More...
 
std::vector< monster * > get_fishable_monsters (std::unordered_set< tripoint > &fishable_locations)
 Get the fishable monsters within the provided fishable locations. More...
 
void fling_creature (Creature *c, const units::angle &dir, float flvel, bool controlled=false)
 Flings the input creature in the given direction. More...
 
float natural_light_level (int zlev) const
 
unsigned char light_level (int zlev) const
 Returns coarse number-of-squares of visibility at the current light level. More...
 
void reset_light_level ()
 
character_id assign_npc_id ()
 
Creatureis_hostile_nearby ()
 
Creatureis_hostile_very_close ()
 
point update_map (player &p)
 
point update_map (int &x, int &y)
 
void update_overmap_seen ()
 
void process_artifact (item &it, player &p)
 
void add_artifact_messages (const std::vector< art_effect_passive > &effects)
 
void add_artifact_dreams ()
 
void peek ()
 
void peek (const tripoint &p)
 
std::optional< tripointlook_debug ()
 
bool check_zone (const zone_type_id &type, const tripoint &where) const
 
bool check_near_zone (const zone_type_id &type, const tripoint &where) const
 Checks whether or not there is a zone of particular type nearby. More...
 
bool is_zones_manager_open () const
 
void zones_manager ()
 
std::optional< tripointlook_around (bool force_3d=false)
 
look_around_result look_around (bool show_window, tripoint &center, const tripoint &start_point, bool has_first_point, bool select_zone, bool peeking, bool is_moving_zone=false, const tripoint &end_point=tripoint_zero, bool force_3d=false)
 
void pre_print_all_tile_info (const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
 
void print_all_tile_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
 
void draw_look_around_cursor (const tripoint &lp, const visibility_variables &cache)
 
void extended_description (const tripoint &p)
 Long description of (visible) things at tile. More...
 
void draw_trail_to_square (const tripoint &t, bool bDrawX)
 
item_location inv_map_splice (item_filter filter, const std::string &title, int radius=0, const std::string &none_message="")
 Custom-filtered menu for inventory and nearby items and those that within specified radius. More...
 
bool has_gametype () const
 
special_game_type gametype () const
 
void toggle_fullscreen ()
 
void toggle_pixel_minimap ()
 
void reload_tileset (std::function< void(std::string)> out)
 
void temp_exit_fullscreen ()
 
void reenter_fullscreen ()
 
void zoom_in ()
 
void zoom_out ()
 
void reset_zoom ()
 
void set_zoom (int level)
 
int get_zoom () const
 
int get_moves_since_last_save () const
 
int get_user_action_counter () const
 
bool take_screenshot (const std::string &file_path) const
 Saves a screenshot of the current viewport, as a PNG file, to the given location. More...
 
bool take_screenshot () const
 Saves a screenshot of the current viewport, as a PNG file. More...
 
int get_levx () const
 The top left corner of the reality bubble (in submaps coordinates). More...
 
int get_levy () const
 
int get_levz () const
 
void load_map (const tripoint &pos_sm, bool pump_events=false)
 Load the main map at given location, see map::load, in global, absolute submap coordinates. More...
 
void load_map (const tripoint_abs_sm &pos_sm, bool pump_events=false)
 
overmapget_cur_om () const
 The overmap which contains the center submap of the reality bubble. More...
 
std::vector< npc * > allies ()
 Get all living player allies. More...
 
void set_driving_view_offset (point p)
 
void calc_driving_offset (vehicle *veh=nullptr)
 
void toggle_gate (const tripoint &p)
 
void knockback (const tripoint &s, const tripoint &t, int force, int stun, int dam_mult, Creature *source)
 
void knockback (std::vector< tripoint > &traj, int stun, int dam_mult, Creature *source)
 
void draw_bullet (const tripoint &t, int i, const std::vector< tripoint > &trajectory, char bullet)
 
void draw_hit_mon (const tripoint &p, const monster &m, bool dead=false)
 
void draw_hit_player (const Character &p, int dam)
 
void draw_line (const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
 
void draw_line (const tripoint &p, const std::vector< tripoint > &points)
 
void draw_weather (const weather_printable &wPrint)
 
void draw_sct ()
 
void draw_zones (const tripoint &start, const tripoint &end, const tripoint &offset)
 
void draw_critter (const Creature &critter, const tripoint &center)
 
void draw_critter_highlighted (const Creature &critter, const tripoint &center)
 
void draw_cursor (const tripoint &p)
 
void draw_highlight (const tripoint &p)
 
void draw_radiation_override (const tripoint &p, int rad)
 
void draw_terrain_override (const tripoint &p, const ter_id &id)
 
void draw_furniture_override (const tripoint &p, const furn_id &id)
 
void draw_graffiti_override (const tripoint &p, bool has)
 
void draw_trap_override (const tripoint &p, const trap_id &id)
 
void draw_field_override (const tripoint &p, const field_type_id &id)
 
void draw_item_override (const tripoint &p, const itype_id &id, const mtype_id &mid, bool hilite)
 
void draw_vpart_override (const tripoint &p, const vpart_id &id, int part_mod, units::angle veh_dir, bool hilite, point mount)
 
void draw_below_override (const tripoint &p, bool draw)
 
void draw_monster_override (const tripoint &p, const mtype_id &id, int count, bool more, Creature::Attitude att)
 
bool is_in_viewport (const tripoint &p, int margin=0) const
 
bool check_safe_mode_allowed (bool repeat_safe_mode_warnings=true)
 Check whether movement is allowed according to safe mode settings. More...
 
void set_safe_mode (safe_mode_type mode)
 
void exam_vehicle (vehicle &veh, point cp=point_zero)
 open vehicle interaction screen More...
 
bool forced_door_closing (const tripoint &p, const ter_id &door_type, int bash_dmg)
 
bool load (const std::string &world)
 Attempt to load first valid save (if any) in world. More...
 
bool npc_menu (npc &who)
 Returns true if the menu handled stuff and player shouldn't do anything else. More...
 
bool phasing_move (const tripoint &dest, bool via_ramp=false)
 
bool walk_move (const tripoint &dest, bool via_ramp=false)
 
void on_move_effects ()
 
point place_player (const tripoint &dest)
 
void place_player_overmap (const tripoint_abs_omt &om_dest)
 
unsigned int get_seed () const
 
void set_npcs_dirty ()
 If invoked, NPCs will be reloaded before next turn. More...
 
void set_critter_died ()
 If invoked, dead will be cleaned this turn. More...
 
void mon_info (const catacurses::window &, int hor_padding=0)
 
void mon_info_update ()
 
void cleanup_dead ()
 
bool is_dangerous_tile (const tripoint &dest_loc) const
 
std::vector< std::string > get_dangerous_tile (const tripoint &dest_loc) const
 
bool prompt_dangerous_tile (const tripoint &dest_loc) const
 
void despawn_monster (monster &critter)
 Despawn a specific monster, it's stored on the overmap. More...
 
void win ()
 Marks the game as won. More...
 
bool disable_robot (const tripoint &p)
 If there is a robot (that can be disabled), query the player and try to disable it. More...
 
void draw_pixel_minimap (const catacurses::window &w)
 
void quicksave ()
 
void disp_NPCs ()
 
void list_missions ()
 
event_busevents ()
 
stats_trackerstats ()
 
memorial_loggermemorial ()
 
spell_eventsspell_events_subscriber ()
 
void display_toggle_overlay (action_id)
 
bool display_overlay_state (action_id)
 
void toggle_debug_hour_timer ()
 
tripoint mouse_edge_scrolling_terrain (input_context &ctxt)
 Used to implement mouse "edge scrolling". More...
 
tripoint mouse_edge_scrolling_overmap (input_context &ctxt)
 This variant is suitable for the overmap. More...
 
void shift_destination_preview (point delta)
 
bool slip_down ()
 Checks if player is able to successfully climb to/from some terrain and not slip down. More...
 
monsterplace_critter_at (const mtype_id &id, const tripoint &p)
 Adds critters to the reality bubble, creating them if necessary. More...
 
monsterplace_critter_at (const shared_ptr_fast< monster > &mon, const tripoint &p)
 
monsterplace_critter_around (const mtype_id &id, const tripoint &center, int radius)
 
monsterplace_critter_around (const shared_ptr_fast< monster > &mon, const tripoint &center, int radius, bool forced=false)
 
monsterplace_critter_within (const mtype_id &id, const tripoint_range< tripoint > &range)
 
monsterplace_critter_within (const shared_ptr_fast< monster > &mon, const tripoint_range< tripoint > &range)
 

Public Attributes

mapm
 
avataru
 
scent_mapscent
 
timed_event_managertimed_events
 
pimpl< Creature_trackercritter_tracker
 
pimpl< faction_managerfaction_manager_ptr
 
pimpl< drop_token_providertoken_provider_ptr
 
quit_status uquit
 Used in main.cpp to determine what type of quit is being performed. More...
 
bool new_game = false
 True if the game has just started or loaded, else false. More...
 
const scenarioscen = nullptr
 
std::vector< monstercoming_to_stairs
 
int monstairz = 0
 
tripoint ter_view_p
 
catacurses::window w_terrain
 
catacurses::window w_overmap
 
catacurses::window w_omlegend
 
catacurses::window w_minimap
 
catacurses::window w_pixel_minimap
 
point driving_view_offset
 
bool debug_pathfinding = false
 
bool debug_submap_grid_overlay = false
 
Creaturedisplaying_visibility_creature
 Creature for which to display the visibility map. More...
 
int displaying_lighting_condition = 0
 Type of lighting condition overlay to display. More...
 
bool show_panel_adm = false
 
bool right_sidebar = false
 
bool fullscreen = false
 
bool was_fullscreen = false
 
bool auto_travel_mode = false
 
bool queue_screenshot = false
 
safe_mode_type safe_mode
 
int turnssincelastmon = 0
 
int mostseen = 0
 

Private Types

enum class  vmenu_ret : int { CHANGE_TAB , QUIT , FIRE }
 

Private Member Functions

void unload_npcs ()
 Unloads all NPCs. More...
 
bool load (const save_t &name)
 
void load_master ()
 
bool start_game ()
 
bool save_factions_missions_npcs ()
 
void reset_npc_dispositions ()
 
void serialize_master (std::ostream &fout)
 
bool save_artifacts ()
 
bool save_maps ()
 
void init_autosave ()
 
void create_starting_npcs ()
 
vehicleplace_vehicle_nearby (const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
 
void list_items_monsters ()
 
game::vmenu_ret list_items (const std::vector< map_item_stack > &item_list)
 
std::vector< map_item_stackfind_nearby_items (int iRadius)
 
void reset_item_list_state (const catacurses::window &window, int height, bool bRadiusSort)
 
game::vmenu_ret list_monsters (const std::vector< Creature * > &monster_list)
 
bool grabbed_move (const tripoint &dp)
 Check for dangerous stuff at dest_loc, return false if the player decides not to step there. More...
 
bool grabbed_veh_move (const tripoint &dp)
 
bool grabbed_furn_move (const tripoint &dp)
 
void control_vehicle ()
 
void examine (const tripoint &p)
 
void examine ()
 
void pickup ()
 
void pickup (const tripoint &p)
 
void pickup_feet ()
 
void drop ()
 
void drop_in_direction ()
 
void butcher ()
 
void chat ()
 
void print_fields_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_terrain_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
 
void print_trap_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_creature_info (const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_vehicle_info (const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_visibility_info (const catacurses::window &w_look, int column, int &line, visibility_type visibility)
 
void print_items_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_graffiti_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
input_context get_player_input (std::string &action)
 
void replace_stair_monsters ()
 
void update_stair_monsters ()
 
void shift_monsters (const tripoint &shift)
 Shift all active monsters, the shift vector is the number of shifted submaps. More...
 
void perhaps_add_random_npc ()
 
void monmove ()
 
void overmap_npc_move ()
 
void process_voluntary_act_interrupt ()
 
void process_activity ()
 
void handle_key_blocking_activity ()
 
void open_consume_item_menu ()
 
bool handle_action ()
 
bool try_get_right_click_action (action_id &act, const tripoint &mouse_target)
 
bool try_get_left_click_action (action_id &act, const tripoint &mouse_target)
 
void item_action_menu ()
 
bool is_game_over ()
 
void death_screen ()
 
void win_screen ()
 
void draw_minimap ()
 
void autosave ()
 
void quickload ()
 
bool handle_mouseview (input_context &ctxt, std::string &action)
 
void display_faction_epilogues ()
 
void disp_NPC_epilogues ()
 
void display_scent ()
 
void display_temperature ()
 
void display_vehicle_ai ()
 
void display_visibility ()
 
void display_lighting ()
 
void display_radiation ()
 
void display_transparency ()
 
Creatureis_hostile_within (int distance)
 
void move_save_to_graveyard (const std::string &dirname)
 
bool save_player_data ()
 
std::pair< tripoint, tripointmouse_edge_scrolling (input_context &ctxt, int speed, const tripoint &last, bool iso)
 

Private Attributes

bool is_looking = false
 
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
 
std::optional< action_iddisplaying_overlays
 
class game::debug_hour_timer debug_hour_timer
 
pimpl< mapmap_ptr
 
pimpl< avataru_ptr
 
pimpl< live_viewliveview_ptr
 
live_viewliveview
 
pimpl< scent_mapscent_ptr
 
pimpl< timed_event_managertimed_event_manager_ptr
 
pimpl< event_busevent_bus_ptr
 
pimpl< stats_trackerstats_tracker_ptr
 
pimpl< achievements_trackerachievements_tracker_ptr
 
pimpl< kill_trackerkill_tracker_ptr
 
pimpl< memorial_loggermemorial_logger_ptr
 
pimpl< spell_eventsspell_events_ptr
 
pimpl< distribution_grid_trackergrid_tracker_ptr
 
pimpl< weather_managerweather_manager_ptr
 
shared_ptr_fast< playeru_shared_ptr
 
catacurses::window w_terrain_ptr
 
catacurses::window w_minimap_ptr
 
std::string sFilter
 
std::string list_item_upvote
 
std::string list_item_downvote
 
bool safe_mode_warning_logged = false
 
bool bVMonsterLookFire = false
 
character_id next_npc_id
 
std::list< shared_ptr_fast< npc > > active_npc
 
int next_mission_id = 0
 
std::set< character_idfollower_ids
 
int moves_since_last_save = 0
 
time_t last_save_timestamp
 
std::array< float, OVERMAP_LAYERSlatest_lightlevels
 
time_point remoteveh_cache_time
 
vehicleremoteveh_cache
 
bool npcs_dirty = false
 Has a NPC been spawned since last load? More...
 
bool critter_died = false
 Has anything died in this turn and needs to be cleaned up? More...
 
bool first_redraw_since_waiting_started = true
 Is this the first redraw since waiting (sleeping or activity) started. More...
 
bool zones_manager_open = false
 Is Zone manager open or not - changes graphics of some zone tiles. More...
 
std::unique_ptr< special_gamegamemode
 
int user_action_counter = 0
 
int tileset_zoom = 0
 How far the tileset should be zoomed out, 16 is default. More...
 
unsigned int seed = 0
 Seed for all the random numbers that should have consistent randomness (weather). More...
 
std::vector< tripointdestination_preview
 
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
 
tripoint last_mouse_edge_scroll_vector_terrain
 
tripoint last_mouse_edge_scroll_vector_overmap
 
weak_ptr_fast< ui_adaptormain_ui_adaptor
 
std::unique_ptr< static_popupwait_popup
 

Friends

class editmap
 
class advanced_inventory
 
class main_menu
 
class monster_range
 
class Creature_range
 
distribution_grid_trackerget_distribution_grid_tracker ()
 Returns distribution grid tracker that is a part of the global game *g. More...
 
mapget_map ()
 
Characterget_player_character ()
 
avatarget_avatar ()
 
weather_managerget_weather ()
 

Detailed Description

Definition at line 143 of file game.h.

Member Enumeration Documentation

◆ vmenu_ret

enum class game::vmenu_ret : int
strongprivate
Enumerator
CHANGE_TAB 
QUIT 
FIRE 

Definition at line 768 of file game.h.

768 : int {
769 CHANGE_TAB,
770 QUIT,
771 FIRE, // Who knew, apparently you can do that in list_monsters
772 };

Constructor & Destructor Documentation

◆ game()

game::game ( )

Definition at line 298 of file game.cpp.

298 :
300 scent_ptr( *this ),
303 m( *map_ptr ),
304 u( *u_ptr ),
305 scent( *scent_ptr ),
307 uquit( QUIT_NO ),
308 new_game( false ),
310 mostseen( 0 ),
313 next_npc_id( 1 ),
314 next_mission_id( 1 ),
318 seed( 0 ),
319 last_mouse_edge_scroll( std::chrono::steady_clock::now() )
320{
328 world_generator = std::make_unique<worldfactory>();
329 // do nothing, everything that was in here is moved to init_data() which is called immediately after g = new game; in main.cpp
330 // The reason for this move is so that g is not uninitialized when it gets to installing the parts into vehicles.
331}
void subscribe(event_subscriber *)
Definition: event_bus.cpp:39
int mostseen
Definition: game.h:1022
pimpl< spell_events > spell_events_ptr
Definition: game.h:957
safe_mode_type safe_mode
Definition: game.h:1019
bool safe_mode_warning_logged
Definition: game.h:1033
pimpl< timed_event_manager > timed_event_manager_ptr
Definition: game.h:951
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
Definition: game.h:1067
quit_status uquit
Used in main.cpp to determine what type of quit is being performed.
Definition: game.h:977
event_bus & events()
Definition: game.cpp:2707
pimpl< stats_tracker > stats_tracker_ptr
Definition: game.h:953
character_id next_npc_id
Definition: game.h:1035
pimpl< kill_tracker > kill_tracker_ptr
Definition: game.h:955
void reset_light_level()
Definition: game.cpp:3551
pimpl< memorial_logger > memorial_logger_ptr
Definition: game.h:956
shared_ptr_fast< player > u_shared_ptr
Definition: game.h:1024
pimpl< map > map_ptr
Definition: game.h:946
bool first_redraw_since_waiting_started
Is this the first redraw since waiting (sleeping or activity) started.
Definition: game.h:1050
pimpl< live_view > liveview_ptr
Definition: game.h:948
pimpl< achievements_tracker > achievements_tracker_ptr
Definition: game.h:954
pimpl< scent_map > scent_ptr
Definition: game.h:950
timed_event_manager & timed_events
Definition: game.h:965
unsigned int seed
Seed for all the random numbers that should have consistent randomness (weather).
Definition: game.h:1062
int next_mission_id
Definition: game.h:1037
bool new_game
True if the game has just started or loaded, else false.
Definition: game.h:979
pimpl< distribution_grid_tracker > grid_tracker_ptr
Definition: game.h:958
map & m
Definition: game.h:962
avatar & u
Definition: game.h:963
scent_map & scent
Definition: game.h:964
int user_action_counter
Definition: game.h:1056
live_view & liveview
Definition: game.h:949
int tileset_zoom
How far the tileset should be zoomed out, 16 is default.
Definition: game.h:1059
pimpl< avatar > u_ptr
Definition: game.h:947
time_point remoteveh_cache_time
Definition: game.h:1043
static void achievement_attained(const achievement *a)
Definition: game.cpp:291
static constexpr int DEFAULT_TILESET_ZOOM
Definition: game.h:41
@ SAFE_MODE_ON
Definition: game.h:78
@ QUIT_NO
Definition: game.h:68
mapbuffer MAPBUFFER
Definition: mapbuffer.cpp:40
const time_point before_time_starts
A time point that is always before the current turn, even when the game has just started.
Definition: calendar.cpp:25
For use with smart pointers when you don't actually want the deleter to do anything.
Definition: cata_utility.h:32
std::unique_ptr< worldfactory > world_generator

References achievements_tracker_ptr, events(), first_redraw_since_waiting_started, kill_tracker_ptr, memorial_logger_ptr, reset_light_level(), spell_events_ptr, stats_tracker_ptr, event_bus::subscribe(), and world_generator.

◆ ~game()

game::~game ( )
default

Member Function Documentation

◆ add_artifact_dreams()

void game::add_artifact_dreams ( )

Definition at line 11809 of file game.cpp.

11810{
11811 //If player is sleeping, get a dream from a carried artifact
11812 //Don't need to check that player is sleeping here, that's done before calling
11813 std::vector<item *> art_items = u.items_with( []( const item & it ) -> bool {
11814 return it.is_artifact();
11815 } );
11816 std::vector<item *> valid_arts;
11817 std::vector<std::vector<std::string>>
11818 valid_dreams; // Tracking separately so we only need to check its req once
11819 //Pull the list of dreams
11820 add_msg( m_debug, "Checking %s carried artifacts", art_items.size() );
11821 for( auto &it : art_items ) {
11822 //Pick only the ones with an applicable dream
11824 if( art && art->charge_req != ACR_NULL &&
11825 ( it->ammo_remaining() < it->ammo_capacity() ||
11826 it->ammo_capacity() == 0 ) ) { //or max 0 in case of wacky mod shenanigans
11827 add_msg( m_debug, "Checking artifact %s", it->tname() );
11828 if( check_art_charge_req( *it ) ) {
11829 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
11830 if( art->dream_freq_met > 0 && x_in_y( art->dream_freq_met, 100 ) ) {
11831 add_msg( m_debug, "Adding met dream from %s", it->tname() );
11832 valid_arts.push_back( it );
11833 valid_dreams.push_back( art->dream_msg_met );
11834 }
11835 } else {
11836 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
11837 if( art->dream_freq_unmet > 0 && x_in_y( art->dream_freq_unmet, 100 ) ) {
11838 add_msg( m_debug, "Adding unmet dream from %s", it->tname() );
11839 valid_arts.push_back( it );
11840 valid_dreams.push_back( art->dream_msg_unmet );
11841 }
11842 }
11843 }
11844 }
11845 if( !valid_dreams.empty() ) {
11846 add_msg( m_debug, "Found %s valid artifact dreams", valid_dreams.size() );
11847 const int selected = rng( 0, valid_arts.size() - 1 );
11848 auto it = valid_arts[selected];
11849 auto msg = random_entry( valid_dreams[selected] );
11850 const std::string &dream = string_format( _( msg ), it->tname() );
11851 add_msg( dream );
11852 } else {
11853 add_msg( m_debug, "Didn't have any dreams, sorry" );
11854 }
11855}
units::quantity< V, B > rng(const units::quantity< V, B > &min, const units::quantity< V, B > &max)
Definition: artifact.cpp:32
@ ACR_NULL
Definition: artifact.h:79
bool x_in_y(const time_duration &a, const time_duration &b)
Definition: calendar.cpp:521
This class is essentially a copyable unique pointer.
Definition: value_ptr.h:19
Definition: item.h:211
int ammo_remaining() const
Quantity of ammunition currently loaded in tool, gun or auxiliary gunmod.
Definition: item.cpp:7382
bool is_artifact() const
Definition: item.cpp:6963
int ammo_capacity() const
Maximum quantity of ammunition loadable for tool, gun or auxiliary gunmod.
Definition: item.cpp:7409
std::string tname(unsigned int quantity=1, bool with_prefix=true, unsigned int truncate=0) const
Return the (translated) item name.
Definition: item.cpp:4554
const itype * type
Definition: item.h:2157
std::vector< item * > items_with(const std::function< bool(const item &)> &filter)
Returns all items (including those within a container) matching the filter.
Definition: visitable.cpp:324
@ m_debug
Definition: enums.h:271
bool check_art_charge_req(item &it)
Definition: game.cpp:11512
void add_msg(std::string msg)
Definition: messages.cpp:910
V random_entry(const C &container, D default_value)
Returns a random entry in the container.
Definition: rng.h:88
std::string string_format(std::string_view format, Args &&...args)
Simple wrapper over string_formatter::parse.
cata::value_ptr< islot_artifact > artifact
Definition: itype.h:866
#define _(msg)
Definition: translations.h:116

References _, ACR_NULL, add_msg(), item::ammo_capacity(), item::ammo_remaining(), itype::artifact, check_art_charge_req(), item::is_artifact(), visitable< T >::items_with(), m_debug, random_entry(), rng(), string_format(), item::tname(), item::type, u, and x_in_y().

Referenced by do_turn().

◆ add_artifact_messages()

void game::add_artifact_messages ( const std::vector< art_effect_passive > &  effects)

Definition at line 11631 of file game.cpp.

11632{
11633 int net_str = 0;
11634 int net_dex = 0;
11635 int net_per = 0;
11636 int net_int = 0;
11637 int net_speed = 0;
11638
11639 for( auto &i : effects ) {
11640 switch( i ) {
11641 case AEP_STR_UP:
11642 net_str += 4;
11643 break;
11644 case AEP_DEX_UP:
11645 net_dex += 4;
11646 break;
11647 case AEP_PER_UP:
11648 net_per += 4;
11649 break;
11650 case AEP_INT_UP:
11651 net_int += 4;
11652 break;
11653 case AEP_ALL_UP:
11654 net_str += 2;
11655 net_dex += 2;
11656 net_per += 2;
11657 net_int += 2;
11658 break;
11659 case AEP_STR_DOWN:
11660 net_str -= 3;
11661 break;
11662 case AEP_DEX_DOWN:
11663 net_dex -= 3;
11664 break;
11665 case AEP_PER_DOWN:
11666 net_per -= 3;
11667 break;
11668 case AEP_INT_DOWN:
11669 net_int -= 3;
11670 break;
11671 case AEP_ALL_DOWN:
11672 net_str -= 2;
11673 net_dex -= 2;
11674 net_per -= 2;
11675 net_int -= 2;
11676 break;
11677
11678 case AEP_SPEED_UP:
11679 net_speed += 20;
11680 break;
11681 case AEP_SPEED_DOWN:
11682 net_speed -= 20;
11683 break;
11684
11685 case AEP_PBLUE:
11686 break; // No message
11687
11688 case AEP_SNAKES:
11689 add_msg( m_warning, _( "Your skin feels slithery." ) );
11690 break;
11691
11692 case AEP_INVISIBLE:
11693 add_msg( m_good, _( "You fade into invisibility!" ) );
11694 break;
11695
11696 case AEP_CLAIRVOYANCE:
11698 add_msg( m_good, _( "You can see through walls!" ) );
11699 break;
11700
11702 add_msg( m_good, _( "You can see through everything!" ) );
11703 break;
11704
11705 case AEP_STEALTH:
11706 add_msg( m_good, _( "Your steps stop making noise." ) );
11707 break;
11708
11709 case AEP_GLOW:
11710 add_msg( _( "A glow of light forms around you." ) );
11711 break;
11712
11713 case AEP_PSYSHIELD:
11714 add_msg( m_good, _( "Your mental state feels protected." ) );
11715 break;
11716
11718 add_msg( m_good, _( "You feel insulated." ) );
11719 break;
11720
11721 case AEP_CARRY_MORE:
11722 add_msg( m_good, _( "Your back feels strengthened." ) );
11723 break;
11724
11725 case AEP_FUN:
11726 add_msg( m_good, _( "You feel a pleasant tingle." ) );
11727 break;
11728
11729 case AEP_HUNGER:
11730 add_msg( m_warning, _( "You feel hungry." ) );
11731 break;
11732
11733 case AEP_THIRST:
11734 add_msg( m_warning, _( "You feel thirsty." ) );
11735 break;
11736
11737 case AEP_EVIL:
11738 add_msg( m_warning, _( "You feel an evil presence…" ) );
11739 break;
11740
11741 case AEP_SCHIZO:
11742 add_msg( m_bad, _( "You feel a tickle of insanity." ) );
11743 break;
11744
11745 case AEP_RADIOACTIVE:
11746 add_msg( m_warning, _( "Your skin prickles with radiation." ) );
11747 break;
11748
11749 case AEP_MUTAGENIC:
11750 add_msg( m_bad, _( "You feel your genetic makeup degrading." ) );
11751 break;
11752
11753 case AEP_ATTENTION:
11754 add_msg( m_warning, _( "You feel an otherworldly attention upon you…" ) );
11755 break;
11756
11757 case AEP_FORCE_TELEPORT:
11758 add_msg( m_bad, _( "You feel a force pulling you inwards." ) );
11759 break;
11760
11761 case AEP_MOVEMENT_NOISE:
11762 add_msg( m_warning, _( "You hear a rattling noise coming from inside yourself." ) );
11763 break;
11764
11765 case AEP_BAD_WEATHER:
11766 add_msg( m_warning, _( "You feel storms coming." ) );
11767 break;
11768
11769 case AEP_SICK:
11770 add_msg( m_bad, _( "You feel unwell." ) );
11771 break;
11772
11773 case AEP_SMOKE:
11774 add_msg( m_warning, _( "A cloud of smoke appears." ) );
11775 break;
11776 default:
11777 //Suppress warnings
11778 break;
11779 }
11780 }
11781
11782 std::string stat_info;
11783 if( net_str != 0 ) {
11784 stat_info += string_format( _( "Str %s%d! " ),
11785 ( net_str > 0 ? "+" : "" ), net_str );
11786 }
11787 if( net_dex != 0 ) {
11788 stat_info += string_format( _( "Dex %s%d! " ),
11789 ( net_dex > 0 ? "+" : "" ), net_dex );
11790 }
11791 if( net_int != 0 ) {
11792 stat_info += string_format( _( "Int %s%d! " ),
11793 ( net_int > 0 ? "+" : "" ), net_int );
11794 }
11795 if( net_per != 0 ) {
11796 stat_info += string_format( _( "Per %s%d! " ),
11797 ( net_per > 0 ? "+" : "" ), net_per );
11798 }
11799
11800 if( !stat_info.empty() ) {
11801 add_msg( m_neutral, stat_info );
11802 }
11803
11804 if( net_speed != 0 ) {
11805 add_msg( m_info, _( "Speed %s%d!" ), ( net_speed > 0 ? "+" : "" ), net_speed );
11806 }
11807}
@ m_good
Definition: enums.h:260
@ m_neutral
Definition: enums.h:267
@ m_info
Definition: enums.h:265
@ m_bad
Definition: enums.h:261
@ m_warning
Definition: enums.h:264
@ AEP_GLOW
Definition: enums.h:115
@ AEP_MUTAGENIC
Definition: enums.h:130
@ AEP_ALL_UP
Definition: enums.h:106
@ AEP_INT_UP
Definition: enums.h:105
@ AEP_INT_DOWN
Definition: enums.h:135
@ AEP_PER_UP
Definition: enums.h:104
@ AEP_PSYSHIELD
Definition: enums.h:116
@ AEP_CLAIRVOYANCE_PLUS
Definition: enums.h:142
@ AEP_MOVEMENT_NOISE
Definition: enums.h:139
@ AEP_STEALTH
Definition: enums.h:113
@ AEP_CARRY_MORE
Definition: enums.h:118
@ AEP_THIRST
Definition: enums.h:125
@ AEP_SPEED_UP
Definition: enums.h:107
@ AEP_EVIL
Definition: enums.h:127
@ AEP_ALL_DOWN
Definition: enums.h:136
@ AEP_DEX_UP
Definition: enums.h:103
@ AEP_SCHIZO
Definition: enums.h:128
@ AEP_DEX_DOWN
Definition: enums.h:133
@ AEP_FUN
Definition: enums.h:120
@ AEP_PER_DOWN
Definition: enums.h:134
@ AEP_FORCE_TELEPORT
Definition: enums.h:138
@ AEP_ATTENTION
Definition: enums.h:131
@ AEP_RADIOACTIVE
Definition: enums.h:129
@ AEP_SUPER_CLAIRVOYANCE
Definition: enums.h:112
@ AEP_BAD_WEATHER
Definition: enums.h:140
@ AEP_SICK
Definition: enums.h:141
@ AEP_CLAIRVOYANCE
Definition: enums.h:111
@ AEP_INVISIBLE
Definition: enums.h:110
@ AEP_STR_UP
Definition: enums.h:102
@ AEP_STR_DOWN
Definition: enums.h:132
@ AEP_HUNGER
Definition: enums.h:124
@ AEP_RESIST_ELECTRICITY
Definition: enums.h:117
@ AEP_PBLUE
Definition: enums.h:108
@ AEP_SPEED_DOWN
Definition: enums.h:137
@ AEP_SNAKES
Definition: enums.h:109
@ AEP_SMOKE
Definition: enums.h:126

References _, add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_ATTENTION, AEP_BAD_WEATHER, AEP_CARRY_MORE, AEP_CLAIRVOYANCE, AEP_CLAIRVOYANCE_PLUS, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_FORCE_TELEPORT, AEP_FUN, AEP_GLOW, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_INVISIBLE, AEP_MOVEMENT_NOISE, AEP_MUTAGENIC, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_PSYSHIELD, AEP_RADIOACTIVE, AEP_RESIST_ELECTRICITY, AEP_SCHIZO, AEP_SICK, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STEALTH, AEP_STR_DOWN, AEP_STR_UP, AEP_SUPER_CLAIRVOYANCE, AEP_THIRST, m_bad, m_good, m_info, m_neutral, m_warning, and string_format().

◆ add_draw_callback()

void game::add_draw_callback ( shared_ptr_fast< draw_callback_t cb)

Definition at line 3002 of file game.cpp.

3003{
3004 draw_callbacks.erase(
3005 std::remove_if( draw_callbacks.begin(), draw_callbacks.end(),
3006 []( const weak_ptr_fast<draw_callback_t> &cbw ) {
3007 return cbw.expired();
3008 } ),
3009 draw_callbacks.end()
3010 );
3011 draw_callbacks.emplace_back( cb );
3012 cb->added = true;
3014}
void invalidate_main_ui_adaptor() const
Definition: game.cpp:2967
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
Definition: game.h:225
std::weak_ptr< T > weak_ptr_fast
Definition: memory_fast.h:17

References draw_callbacks, and invalidate_main_ui_adaptor().

Referenced by get_player_input(), list_items(), list_monsters(), look_around(), pickup(), and zones_manager().

◆ add_npc_follower()

void game::add_npc_follower ( const character_id id)

Add follower id to set of followers.

Definition at line 1874 of file game.cpp.

1875{
1876 follower_ids.insert( id );
1877 u.follower_ids.insert( id );
1878}
std::set< character_id > follower_ids
Definition: game.h:1038
std::set< character_id > follower_ids
Definition: player.h:261

References follower_ids, player::follower_ids, and u.

Referenced by validate_npc_followers().

◆ all_creatures()

game::Creature_range game::all_creatures ( )

Returns an anonymous range that contains all creatures.

The range allows iteration via a range-based for loop, e.g. for( Creature &critter : all_creatures() ) { ... }. One shall not store the returned range nor the iterators. One can freely remove and add creatures to the game during the iteration. Added creatures will not be iterated over.

Definition at line 11967 of file game.cpp.

11968{
11969 return Creature_range( *this );
11970}
friend class Creature_range
Definition: game.h:334

References Creature_range.

Referenced by draw_ter(), get_creature_if(), and get_creatures_if().

◆ all_monsters()

game::monster_range game::all_monsters ( )

Same as all_creatures but iterators only over monsters.

Definition at line 11972 of file game.cpp.

11973{
11974 return monster_range( *this );
11975}
friend class monster_range
Definition: game.h:333

References monster_range.

Referenced by cleanup_at_end(), disp_NPCs(), get_fishable_monsters(), monmove(), place_player_overmap(), shift_monsters(), start_game(), validate_mounted_npcs(), and vertical_move().

◆ all_npcs()

game::npc_range game::all_npcs ( )

Same as all_creatures but iterators only over npcs.

Definition at line 11977 of file game.cpp.

11978{
11979 return npc_range( *this );
11980}

Referenced by do_turn(), and get_npcs_if().

◆ allies()

std::vector< npc * > game::allies ( )

Get all living player allies.

Definition at line 11881 of file game.cpp.

11882{
11883 return get_npcs_if( [&]( const npc & guy ) {
11884 if( !guy.is_hallucination() ) {
11885 return guy.is_ally( g->u );
11886 } else {
11887 return false;
11888 }
11889 } );
11890}
std::vector< npc * > get_npcs_if(const std::function< bool(const npc &)> &pred)
Definition: game.cpp:11904
Definition: npc.h:744
bool is_hallucination() const override
Definition: npc.cpp:3285

References get_npcs_if(), and npc::is_hallucination().

◆ assign_mission_id()

int game::assign_mission_id ( )

Returns the next available mission id.

Definition at line 1862 of file game.cpp.

1863{
1864 int ret = next_mission_id;
1866 return ret;
1867}

References next_mission_id, and cata::hash64_detail::ret.

◆ assign_npc_id()

character_id game::assign_npc_id ( )

Definition at line 3559 of file game.cpp.

3560{
3562 ++next_npc_id;
3563 return ret;
3564}

References next_npc_id, and cata::hash64_detail::ret.

Referenced by load(), and start_game().

◆ autopilot_vehicles()

void game::autopilot_vehicles ( )

process vehicles that are following the player

Definition at line 1661 of file game.cpp.

1662{
1663 for( wrapped_vehicle &veh : m.get_vehicles() ) {
1664 vehicle *&v = veh.v;
1665 if( v->is_following ) {
1666 v->drive_to_local_target( m.getabs( u.pos() ), true );
1667 } else if( v->is_patrolling ) {
1668 v->autopilot_patrol();
1669 }
1670 }
1671}
const tripoint & pos() const override
Definition: character.cpp:590
tripoint getabs(const tripoint &p) const
Translates local (to this map) coordinates of a square to global absolute coordinates.
Definition: map.cpp:8367
VehicleList get_vehicles()
Definition: map.cpp:296
A vehicle as a whole with all its components.
Definition: vehicle.h:676
void autopilot_patrol()
Definition: vehicle.cpp:702
bool is_following
Definition: vehicle.h:2008
bool is_patrolling
Definition: vehicle.h:2009
void drive_to_local_target(const tripoint &target, bool follow_protocol)
Definition: vehicle.cpp:817

References vehicle::autopilot_patrol(), vehicle::drive_to_local_target(), map::get_vehicles(), map::getabs(), vehicle::is_following, vehicle::is_patrolling, m, Character::pos(), and u.

Referenced by do_turn().

◆ autosave()

void game::autosave ( )
private

Definition at line 11298 of file game.cpp.

11299{
11300 //Don't autosave if the min-autosave interval has not passed since the last autosave/quicksave.
11301 if( time( nullptr ) < last_save_timestamp + 60 * get_option<int>( "AUTOSAVE_MINUTES" ) ) {
11302 return;
11303 }
11304 quicksave(); //Driving checks are handled by quicksave()
11305}
time_t last_save_timestamp
Definition: game.h:1040
void quicksave()
Definition: game.cpp:11253
@ time
Recharges slowly with time.

References last_save_timestamp, quicksave(), and time.

Referenced by do_turn().

◆ butcher()

void game::butcher ( )
private

Definition at line 8295 of file game.cpp.

8296{
8297 static const std::string salvage_string = "salvage";
8298 if( u.controlling_vehicle ) {
8299 add_msg( m_info, _( "You can't butcher while driving!" ) );
8300 return;
8301 }
8302
8303 const int factor = u.max_quality( quality_id( "BUTCHER" ) );
8304 const int factorD = u.max_quality( quality_id( "CUT_FINE" ) );
8305 const std::string no_knife_msg = _( "You don't have a butchering tool." );
8306 const std::string no_corpse_msg = _( "There are no corpses here to butcher." );
8307
8308 //You can't butcher on sealed terrain- you have to smash/shovel/etc it open first
8309 if( m.has_flag( "SEALED", u.pos() ) ) {
8310 if( m.sees_some_items( u.pos(), u ) ) {
8311 add_msg( m_info, _( "You can't access the items here." ) );
8312 } else if( factor > INT_MIN || factorD > INT_MIN ) {
8313 add_msg( m_info, no_corpse_msg );
8314 } else {
8315 add_msg( m_info, no_knife_msg );
8316 }
8317 return;
8318 }
8319
8320 const item *first_item_without_tools = nullptr;
8321 // Indices of relevant items
8322 std::vector<map_stack::iterator> corpses;
8323 std::vector<map_stack::iterator> disassembles;
8324 std::vector<map_stack::iterator> salvageables;
8325 map_stack items = m.i_at( u.pos() );
8326 const inventory &crafting_inv = u.crafting_inventory();
8327
8328 // TODO: Properly handle different material whitelists
8329 // TODO: Improve quality of this section
8330 auto salvage_filter = []( item it ) {
8331 const auto usable = it.get_usable_item( salvage_string );
8332 return usable != nullptr;
8333 };
8334
8335 std::vector< item * > salvage_tools = u.items_with( salvage_filter );
8336 int salvage_tool_index = INT_MIN;
8337 item *salvage_tool = nullptr;
8338 const salvage_actor *salvage_iuse = nullptr;
8339 if( !salvage_tools.empty() ) {
8340 salvage_tool = salvage_tools.front();
8341 salvage_tool_index = u.get_item_position( salvage_tool );
8342 item *usable = salvage_tool->get_usable_item( salvage_string );
8343 salvage_iuse = dynamic_cast<const salvage_actor *>(
8344 usable->get_use( salvage_string )->get_actor_ptr() );
8345 }
8346
8347 // Reserve capacity for each to hold entire item set if necessary to prevent
8348 // reallocations later on
8349 corpses.reserve( items.size() );
8350 salvageables.reserve( items.size() );
8351 disassembles.reserve( items.size() );
8352
8353 // Split into corpses, disassemble-able, and salvageable items
8354 // It's not much additional work to just generate a corpse list and
8355 // clear it later, but does make the splitting process nicer.
8356 for( map_stack::iterator it = items.begin(); it != items.end(); ++it ) {
8357 if( it->is_corpse() ) {
8358 corpses.push_back( it );
8359 } else {
8360 if( ( salvage_tool_index != INT_MIN ) && salvage_iuse->valid_to_cut_up( *it ) ) {
8361 salvageables.push_back( it );
8362 }
8363 if( crafting::can_disassemble( u, *it, crafting_inv ).success() ) {
8364 disassembles.push_back( it );
8365 } else if( !first_item_without_tools ) {
8366 first_item_without_tools = &*it;
8367 }
8368 }
8369 }
8370
8371 // Clear corpses if butcher and dissect factors are INT_MIN
8372 if( factor == INT_MIN && factorD == INT_MIN ) {
8373 corpses.clear();
8374 }
8375
8376 if( corpses.empty() && disassembles.empty() && salvageables.empty() ) {
8377 if( factor > INT_MIN || factorD > INT_MIN ) {
8378 add_msg( m_info, no_corpse_msg );
8379 } else {
8380 add_msg( m_info, no_knife_msg );
8381 }
8382
8383 if( first_item_without_tools ) {
8384 add_msg( m_info, _( "You don't have the necessary tools to disassemble any items here." ) );
8385 // Just for the "You need x to disassemble y" messages
8386 const auto ret = crafting::can_disassemble( u, *first_item_without_tools, crafting_inv );
8387 if( !ret.success() ) {
8388 add_msg( m_info, "%s", ret.c_str() );
8389 }
8390 }
8391 return;
8392 }
8393
8394 Creature *hostile_critter = is_hostile_very_close();
8395 if( hostile_critter != nullptr ) {
8396 if( !query_yn( _( "You see %s nearby! Start butchering anyway?" ),
8397 hostile_critter->disp_name() ) ) {
8398 return;
8399 }
8400 }
8401
8402 // Magic indices for special butcher options
8403 enum : int {
8404 MULTISALVAGE = MAX_ITEM_IN_SQUARE + 1,
8405 MULTIBUTCHER,
8406 MULTIDISASSEMBLE_ONE,
8407 MULTIDISASSEMBLE_ALL,
8408 NUM_BUTCHER_ACTIONS
8409 };
8410 // What are we butchering (i.e.. which vector to pick indices from)
8411 enum {
8412 BUTCHER_CORPSE,
8413 BUTCHER_DISASSEMBLE,
8414 BUTCHER_SALVAGE,
8415 BUTCHER_OTHER // For multisalvage etc.
8416 } butcher_select = BUTCHER_CORPSE;
8417 // Index to std::vector of iterators...
8418 int indexer_index = 0;
8419
8420 // Generate the indexed stacks so we can display them nicely
8421 const auto disassembly_stacks = generate_butcher_stack_display( disassembles );
8422 const auto salvage_stacks = generate_butcher_stack_display( salvageables );
8423 // Always ask before cutting up/disassembly, but not before butchery
8424 size_t ret = 0;
8425 if( !corpses.empty() || !disassembles.empty() || !salvageables.empty() ) {
8426 uilist kmenu;
8427 kmenu.text = _( "Choose corpse to butcher / item to disassemble" );
8428
8429 size_t i = 0;
8430 // Add corpses, disassembleables, and salvagables to the UI
8431 add_corpses( kmenu, corpses, i );
8432 add_disassemblables( kmenu, disassembly_stacks, i );
8433 if( salvage_iuse && !salvageables.empty() ) {
8434 add_salvagables( kmenu, salvage_stacks, i, *salvage_iuse );
8435 }
8436
8437 if( corpses.size() > 1 ) {
8438 kmenu.addentry( MULTIBUTCHER, true, 'b', _( "Butcher everything" ) );
8439 }
8440 if( disassembles.size() > 1 ) {
8441 int time_to_disassemble = 0;
8442 int time_to_disassemble_all = 0;
8443 for( const auto &stack : disassembly_stacks ) {
8444 const int time = recipe_dictionary::get_uncraft( stack.first->typeId() ).time;
8445 time_to_disassemble += time;
8446 time_to_disassemble_all += time * stack.second;
8447 }
8448
8449 kmenu.addentry_col( MULTIDISASSEMBLE_ONE, true, 'D', _( "Disassemble everything once" ),
8450 to_string_clipped( time_duration::from_turns( time_to_disassemble / 100 ) ) );
8451 kmenu.addentry_col( MULTIDISASSEMBLE_ALL, true, 'd', _( "Disassemble everything recursively" ),
8452 to_string_clipped( time_duration::from_turns( time_to_disassemble_all / 100 ) ) );
8453 }
8454 if( salvage_iuse && salvageables.size() > 1 ) {
8455 int time_to_salvage = 0;
8456 for( const auto &stack : salvage_stacks ) {
8457 time_to_salvage += salvage_iuse->time_to_cut_up( *stack.first ) * stack.second;
8458 }
8459
8460 kmenu.addentry_col( MULTISALVAGE, true, 'z', _( "Cut up everything" ),
8461 to_string_clipped( time_duration::from_turns( time_to_salvage / 100 ) ) );
8462 }
8463
8464 kmenu.query();
8465
8466 if( kmenu.ret < 0 || kmenu.ret >= NUM_BUTCHER_ACTIONS ) {
8467 return;
8468 }
8469
8470 ret = static_cast<size_t>( kmenu.ret );
8471 if( ret >= MULTISALVAGE && ret < NUM_BUTCHER_ACTIONS ) {
8472 butcher_select = BUTCHER_OTHER;
8473 indexer_index = ret;
8474 } else if( ret < corpses.size() ) {
8475 butcher_select = BUTCHER_CORPSE;
8476 indexer_index = ret;
8477 } else if( ret < corpses.size() + disassembly_stacks.size() ) {
8478 butcher_select = BUTCHER_DISASSEMBLE;
8479 indexer_index = ret - corpses.size();
8480 } else if( ret < corpses.size() + disassembly_stacks.size() + salvage_stacks.size() ) {
8481 butcher_select = BUTCHER_SALVAGE;
8482 indexer_index = ret - corpses.size() - disassembly_stacks.size();
8483 } else {
8484 debugmsg( "Invalid butchery index: %d", ret );
8485 return;
8486 }
8487 }
8488
8489 if( !u.has_morale_to_craft() ) {
8490 if( butcher_select == BUTCHER_CORPSE || indexer_index == MULTIBUTCHER ) {
8491 add_msg( m_info,
8492 _( "You are not in the mood and the prospect of guts and blood on your hands convinces you to turn away." ) );
8493 } else {
8494 add_msg( m_info,
8495 _( "You are not in the mood and the prospect of work stops you before you begin." ) );
8496 }
8497 return;
8498 }
8499 const auto helpers = character_funcs::get_crafting_helpers( u );
8500 for( const npc *np : helpers ) {
8501 add_msg( m_info, _( "%s helps with this task…" ), np->name );
8502 }
8503 switch( butcher_select ) {
8504 case BUTCHER_OTHER:
8505 switch( indexer_index ) {
8506 case MULTISALVAGE:
8507 u.assign_activity( activity_id( "ACT_LONGSALVAGE" ), 0, salvage_tool_index );
8508 break;
8509 case MULTIBUTCHER:
8510 butcher_submenu( corpses );
8511 for( map_stack::iterator &it : corpses ) {
8512 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*it );
8513 }
8514 break;
8515 case MULTIDISASSEMBLE_ONE:
8516 crafting::disassemble_all( u, false );
8517 break;
8518 case MULTIDISASSEMBLE_ALL:
8520 break;
8521 default:
8522 debugmsg( "Invalid butchery type: %d", indexer_index );
8523 return;
8524 }
8525 break;
8526 case BUTCHER_CORPSE: {
8527 butcher_submenu( corpses, indexer_index );
8528 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*corpses[indexer_index] );
8529 }
8530 break;
8531 case BUTCHER_DISASSEMBLE: {
8532 // Pick index of first item in the disassembly stack
8533 item *const target = &*disassembly_stacks[indexer_index].first;
8535 }
8536 break;
8537 case BUTCHER_SALVAGE: {
8538 if( !salvage_iuse || !salvage_tool ) {
8539 debugmsg( "null salve_iuse or salvage_tool" );
8540 } else {
8541 // Pick index of first item in the salvage stack
8542 item *const target = &*salvage_stacks[indexer_index].first;
8543 item_location item_loc( map_cursor( u.pos() ), target );
8544 salvage_iuse->cut_up( u, *salvage_tool, item_loc );
8545 }
8546 }
8547 break;
8548 }
8549}
string_id< activity_type > activity_id
Definition: activity_type.h:15
static std::string to_string_clipped(const int num, const clipped_unit type, const clipped_align align)
Definition: calendar.cpp:228
bool controlling_vehicle
Definition: character.h:246
player_activity activity
Definition: character.h:1541
int get_item_position(const item *it) const
Returns the item position (suitable for i_at or similar) of a specific item.
Definition: character.cpp:2328
bool has_morale_to_craft() const
Definition: crafting.cpp:336
const inventory & crafting_inventory(bool clear_path)
Definition: crafting.cpp:554
void assign_activity(const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
Legacy activity assignment, does not work for any activites using the new activity_actor class and ma...
Definition: character.cpp:9147
virtual std::string disp_name(bool possessive=false, bool capitalize_first=false) const =0
Creature * is_hostile_very_close()
Definition: game.cpp:3573
A lightweight handle to an item independent of it's location Unlike a raw pointer can be (de-)seriali...
Definition: item_location.h:23
size_t size() const
Definition: item_stack.cpp:10
iterator begin()
Definition: item_stack.cpp:28
iterator end()
Definition: item_stack.cpp:33
item * get_usable_item(const std::string &use_name)
Checks this item and its contents (recursively) for types that have use_function with type use_name.
Definition: item.cpp:7969
const use_function * get_use(const std::string &use_name) const
Returns the pointer to use_function with name use_name assigned to the type of this item or any of it...
Definition: item.cpp:7943
Definition: map.h:105
bool has_flag(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2369
map_stack i_at(const tripoint &p)
Definition: map.cpp:4182
bool sees_some_items(const tripoint &p, const Creature &who) const
Check if creature can see some items at p.
Definition: map.cpp:4828
std::vector< item_location > targets
static const recipe & get_uncraft(const itype_id &id)
Returns disassembly recipe (or null recipe if no match)
int time
Definition: recipe.h:61
Cuts stuff up into components.
Definition: iuse_actor.h:567
bool valid_to_cut_up(const item &it) const
int cut_up(player &p, item &it, item_location &cut) const
int time_to_cut_up(const item &it) const
static constexpr time_duration from_turns(const T t)
Named constructors to get a duration representing a multiple of the named time units.
Definition: calendar.h:204
uilist: scrolling vertical list menu
Definition: ui.h:187
int ret
Definition: ui.h:412
void addentry_col(int r, bool e, int k, const std::string &str, const std::string &column, const std::string &desc="")
Definition: ui.cpp:962
std::string text
Definition: ui.h:320
void addentry(const std::string &str)
Definition: ui.cpp:942
int max_quality(const quality_id &qual) const
Return maximum tool quality level provided by instance or INT_MIN if not found.
Definition: visitable.cpp:276
#define debugmsg(...)
Debug message of level DL::Error and class DC::DebugMsg, also includes the source file name and line,...
Definition: debug.h:74
static void butcher_submenu(const std::vector< map_stack::iterator > &corpses, int corpse=-1)
Definition: game.cpp:8145
static void add_salvagables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index, const salvage_actor &salvage_iuse)
Definition: game.cpp:8103
static void add_disassemblables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index)
Definition: game.cpp:8124
static std::vector< std::pair< map_stack::iterator, int > > generate_butcher_stack_display(const std::vector< map_stack::iterator > &its)
Definition: game.cpp:8056
static void add_corpses(uilist &menu, const std::vector< map_stack::iterator > &its, size_t &menu_index)
Definition: game.cpp:8091
static constexpr int MAX_ITEM_IN_SQUARE
void query(bool loop=true, int timeout=-1)
Handle input and update display.
Definition: ui.cpp:838
std::vector< npc * > get_crafting_helpers(const Character &who, int max)
Returns nearby NPCs ready and willing to help with crafting or some other manual task.
ret_val< bool > can_disassemble(const Character &who, const item &obj, const inventory &inv)
Check if character can disassemble an item using the given crafting inventory.
Definition: crafting.cpp:1877
bool disassemble(avatar &you)
Prompt for an item to disassemble, then start activity.
Definition: crafting.cpp:2061
bool disassemble_all(avatar &you, bool recursively)
Start an activity to disassemble all items in avatar's square.
Definition: crafting.cpp:2072
bool query_yn(const std::string &text)
Definition: output.cpp:698
iuse_actor * get_actor_ptr()
Definition: iuse.h:315
string_id< quality > quality_id
Definition: type_id.h:184

References _, Character::activity, add_corpses(), add_disassemblables(), add_msg(), add_salvagables(), uilist::addentry(), uilist::addentry_col(), Character::assign_activity(), item_stack::begin(), butcher_submenu(), crafting::can_disassemble(), Character::controlling_vehicle, Character::crafting_inventory(), salvage_actor::cut_up(), debugmsg, crafting::disassemble(), crafting::disassemble_all(), Creature::disp_name(), item_stack::end(), time_duration::from_turns(), generate_butcher_stack_display(), use_function::get_actor_ptr(), character_funcs::get_crafting_helpers(), Character::get_item_position(), recipe_dictionary::get_uncraft(), item::get_usable_item(), item::get_use(), map::has_flag(), Character::has_morale_to_craft(), map::i_at(), is_hostile_very_close(), visitable< T >::items_with(), m, m_info, MAX_ITEM_IN_SQUARE, visitable< T >::max_quality(), Character::pos(), uilist::query(), query_yn(), cata::hash64_detail::ret, uilist::ret, map::sees_some_items(), item_stack::size(), player_activity::targets, uilist::text, recipe::time, time, salvage_actor::time_to_cut_up(), to_string_clipped(), u, and salvage_actor::valid_to_cut_up().

Referenced by handle_action().

◆ calc_driving_offset()

void game::calc_driving_offset ( vehicle veh = nullptr)

Definition at line 1241 of file game.cpp.

1242{
1243 if( veh == nullptr || !get_option<bool>( "DRIVING_VIEW_OFFSET" ) ) {
1245 return;
1246 }
1247 const int g_light_level = static_cast<int>( light_level( u.posz() ) );
1248 const int light_sight_range = u.sight_range( g_light_level );
1249 int sight = std::max( veh_lumi( *veh ), light_sight_range );
1250
1251 // The maximal offset will leave at least this many tiles
1252 // between the PC and the edge of the main window.
1253 static const int border_range = 2;
1254 point max_offset( ( getmaxx( w_terrain ) + 1 ) / 2 - border_range - 1,
1255 ( getmaxy( w_terrain ) + 1 ) / 2 - border_range - 1 );
1256
1257 // velocity at or below this results in no offset at all
1258 static const float min_offset_vel = 1 * vehicles::vmiph_per_tile;
1259 // velocity at or above this results in maximal offset
1260 static const float max_offset_vel = std::min( max_offset.y, max_offset.x ) *
1262 float velocity = veh->velocity;
1263 rl_vec2d offset = veh->move_vec();
1264 if( !veh->skidding && veh->player_in_control( u ) &&
1265 std::abs( veh->cruise_velocity - veh->velocity ) < 7 * vehicles::vmiph_per_tile ) {
1266 // Use the cruise controlled velocity, but only if
1267 // it is not too different from the actual velocity.
1268 // The actual velocity changes too often (see above slowdown).
1269 // Using it makes would make the offset change far too often.
1270 offset = veh->face_vec();
1271 velocity = veh->cruise_velocity;
1272 }
1273 float rel_offset;
1274 if( std::fabs( velocity ) < min_offset_vel ) {
1275 rel_offset = 0;
1276 } else if( std::fabs( velocity ) > max_offset_vel ) {
1277 rel_offset = ( velocity > 0 ) ? 1 : -1;
1278 } else {
1279 rel_offset = ( velocity - min_offset_vel ) / ( max_offset_vel - min_offset_vel );
1280 }
1281 // Squeeze into the corners, by making the offset vector longer,
1282 // the PC is still in view as long as both offset.x and
1283 // offset.y are <= 1
1284 if( std::fabs( offset.x ) > std::fabs( offset.y ) && std::fabs( offset.x ) > 0.2 ) {
1285 offset.y /= std::fabs( offset.x );
1286 offset.x = ( offset.x > 0 ) ? +1 : -1;
1287 } else if( std::fabs( offset.y ) > 0.2 ) {
1288 offset.x /= std::fabs( offset.y );
1289 offset.y = offset.y > 0 ? +1 : -1;
1290 }
1291 offset.x *= rel_offset;
1292 offset.y *= rel_offset;
1293 offset.x *= max_offset.x;
1294 offset.y *= max_offset.y;
1295 // [ ----@---- ] sight=6
1296 // [ --@------ ] offset=2
1297 // [ -@------# ] offset=3
1298 // can see sights square in every direction, total visible area is
1299 // (2*sight+1)x(2*sight+1), but the window is only
1300 // getmaxx(w_terrain) x getmaxy(w_terrain)
1301 // The area outside of the window is maxoff (sight-getmax/2).
1302 // If that value is <= 0, the whole visible area fits the window.
1303 // don't apply the view offset at all.
1304 // If the offset is > maxoff, only apply at most maxoff, everything
1305 // above leads to invisible area in front of the car.
1306 // It will display (getmax/2+offset) squares in one direction and
1307 // (getmax/2-offset) in the opposite direction (centered on the PC).
1308 const point maxoff( ( sight * 2 + 1 - getmaxx( w_terrain ) ) / 2,
1309 ( sight * 2 + 1 - getmaxy( w_terrain ) ) / 2 );
1310 if( maxoff.x <= 0 ) {
1311 offset.x = 0;
1312 } else if( offset.x > 0 && offset.x > maxoff.x ) {
1313 offset.x = maxoff.x;
1314 } else if( offset.x < 0 && -offset.x > maxoff.x ) {
1315 offset.x = -maxoff.x;
1316 }
1317 if( maxoff.y <= 0 ) {
1318 offset.y = 0;
1319 } else if( offset.y > 0 && offset.y > maxoff.y ) {
1320 offset.y = maxoff.y;
1321 } else if( offset.y < 0 && -offset.y > maxoff.y ) {
1322 offset.y = -maxoff.y;
1323 }
1324
1325 // Turn the offset into a vector that increments the offset toward the desired position
1326 // instead of setting it there instantly, should smooth out jerkiness.
1327 const point offset_difference( -driving_view_offset + point( offset.x, offset.y ) );
1328
1329 const point offset_sign( ( offset_difference.x < 0 ) ? -1 : 1,
1330 ( offset_difference.y < 0 ) ? -1 : 1 );
1331 // Shift the current offset in the direction of the calculated offset by one tile
1332 // per draw event, but snap to calculated offset if we're close enough to avoid jitter.
1333 offset.x = ( std::abs( offset_difference.x ) > 1 ) ?
1334 ( driving_view_offset.x + offset_sign.x ) : offset.x;
1335 offset.y = ( std::abs( offset_difference.y ) > 1 ) ?
1336 ( driving_view_offset.y + offset_sign.y ) : offset.y;
1337
1338 set_driving_view_offset( point( offset.x, offset.y ) );
1339}
int posz() const override
Definition: character.h:792
int sight_range(int light_level) const override
Returns the player's sight range.
Definition: character.cpp:595
point driving_view_offset
Definition: game.h:996
catacurses::window w_terrain
Definition: game.h:986
void set_driving_view_offset(point p)
Definition: game.cpp:1598
unsigned char light_level(int zlev) const
Returns coarse number-of-squares of visibility at the current light level.
Definition: game.cpp:3545
rl_vec2d move_vec() const
rl_vec2d face_vec() const
bool skidding
Definition: vehicle.h:2024
bool player_in_control(const Character &p) const
Definition: vehicle.cpp:278
int velocity
Definition: vehicle.h:1943
int cruise_velocity
Definition: vehicle.h:1945
static int veh_lumi(vehicle &veh)
Definition: game.cpp:1223
int getmaxx(const window &win)
Definition: ncurses_def.cpp:58
int getmaxy(const window &win)
Definition: ncurses_def.cpp:63
quantity< V, U > fabs(quantity< V, U > q)
Definition: units_def.h:136
constexpr float vmiph_per_tile
Definition: vehicle.h:69
static constexpr point point_zero
Definition: point.h:260
Definition: point.h:35
int y
Definition: point.h:39
int x
Definition: point.h:38
float y
Definition: point_float.h:13
float x
Definition: point_float.h:12

References vehicle::cruise_velocity, driving_view_offset, units::fabs(), vehicle::face_vec(), catacurses::getmaxx(), catacurses::getmaxy(), light_level(), vehicle::move_vec(), vehicle::player_in_control(), point_zero, Character::posz(), set_driving_view_offset(), Character::sight_range(), vehicle::skidding, u, veh_lumi(), vehicle::velocity, vehicles::vmiph_per_tile, w_terrain, point::x, rl_vec2d::x, point::y, and rl_vec2d::y.

Referenced by do_turn().

◆ cancel_activity_or_ignore_query()

bool game::cancel_activity_or_ignore_query ( distraction_type  type,
const std::string &  text 
)

Asks if the player wants to cancel their activity and if so cancels it.

Additionally checks if the player wants to ignore further distractions.

Definition at line 1700 of file game.cpp.

1701{
1704 return false;
1705 }
1706 if( u.has_distant_destination() ) {
1707 if( cancel_auto_move( u, text ) ) {
1708 return true;
1709 } else {
1711 return false;
1712 }
1713 }
1714 const bool force_uc = get_option<bool>( "FORCE_CAPITAL_YN" );
1715 const auto &allow_key = force_uc ? input_context::disallow_lower_case
1717
1718 const auto &action = query_popup()
1719 .context( "CANCEL_ACTIVITY_OR_IGNORE_QUERY" )
1720 .message( force_uc ?
1721 pgettext( "cancel_activity_or_ignore_query",
1722 "<color_light_red>%s %s (Case Sensitive)</color>" ) :
1723 pgettext( "cancel_activity_or_ignore_query",
1724 "<color_light_red>%s %s</color>" ),
1725 text, u.activity.get_stop_phrase() )
1726 .option( "YES", allow_key )
1727 .option( "NO", allow_key )
1728 .option( "MANAGER", allow_key )
1729 .option( "IGNORE", allow_key )
1730 .query()
1731 .action;
1732
1733 if( action == "YES" ) {
1735 return true;
1736 }
1737 if( action == "IGNORE" ) {
1739 for( auto &activity : u.backlog ) {
1740 activity.ignore_distraction( type );
1741 }
1742 }
1743 if( action == "MANAGER" ) {
1746 return true;
1747 }
1748
1751
1752 return false;
1753}
void set_destination(const std::vector< tripoint > &route, const player_activity &new_destination_activity=player_activity())
void cancel_activity()
Definition: character.cpp:9190
std::vector< tripoint > & get_auto_move_route()
std::list< player_activity > backlog
Definition: character.h:1542
bool has_distant_destination() const
static const input_event_filter allow_all_keys
Definition: input.h:541
static const input_event_filter disallow_lower_case
Definition: input.h:540
bool is_distraction_ignored(distraction_type type) const
std::string get_stop_phrase() const
void ignore_distraction(distraction_type type)
UI class for displaying messages or querying player input with popups.
Definition: popup.h:39
query_popup & context(const std::string &cat)
Specify the input context.
Definition: popup.cpp:21
query_popup & option(const std::string &opt)
Specify an action as an option.
Definition: popup.cpp:28
result query()
Query until a valid action or an error happens and return the result.
Definition: popup.cpp:348
query_popup & message(const std::string &fmt, Args &&... args)
Specify the query message.
Definition: popup.h:91
@ action
Definition: dialogue.h:36
distraction_manager::distraction_manager_gui & get_distraction_manager()
static bool cancel_auto_move(player &p, const std::string &text)
Definition: game.cpp:1687
void redraw()
Invalidate the top window and redraw all invalidated windows.
Definition: ui_manager.cpp:389
void refresh_display()
Make changes made to the display visible to the user immediately.
std::string action
Definition: popup.h:68
const char * pgettext(const char *context, const char *msgid)

References action, query_popup::result::action, Character::activity, input_context::allow_all_keys, Character::backlog, Character::cancel_activity(), cancel_auto_move(), query_popup::context(), input_context::disallow_lower_case, Character::get_auto_move_route(), get_distraction_manager(), player_activity::get_stop_phrase(), Character::has_distant_destination(), player_activity::ignore_distraction(), invalidate_main_ui_adaptor(), player_activity::is_distraction_ignored(), query_popup::message(), query_popup::option(), pgettext(), query_popup::query(), ui_manager::redraw(), refresh_display(), Character::set_destination(), distraction_manager::distraction_manager_gui::show(), type, and u.

Referenced by mon_info_update(), monmove(), and process_voluntary_act_interrupt().

◆ cancel_activity_query()

bool game::cancel_activity_query ( const std::string &  text)

Asks if the player wants to cancel their activity, and if so cancels it.

Definition at line 1755 of file game.cpp.

1756{
1758 if( u.has_distant_destination() ) {
1759 if( cancel_auto_move( u, text ) ) {
1760 return true;
1761 } else {
1763 return false;
1764 }
1765 }
1766 if( !u.activity ) {
1767 return false;
1768 }
1769 if( query_yn( "%s %s", text, u.activity.get_stop_phrase() ) ) {
1773 return true;
1774 }
1775 return false;
1776}
void clear_destination()
void resume_backlog_activity()
Definition: character.cpp:9222

References Character::activity, Character::cancel_activity(), cancel_auto_move(), Character::clear_destination(), Character::get_auto_move_route(), player_activity::get_stop_phrase(), Character::has_distant_destination(), invalidate_main_ui_adaptor(), query_yn(), Character::resume_backlog_activity(), Character::set_destination(), and u.

Referenced by handle_key_blocking_activity().

◆ catch_a_monster()

void game::catch_a_monster ( monster fish,
const tripoint pos,
player p,
const time_duration catch_duration 
)

Picks and spawns a random fish from the remaining fish list when a fish is caught.

Definition at line 1673 of file game.cpp.

1675{
1676 //spawn the corpse, rotten by a part of the duration
1678 catch_duration ) ) );
1679 if( u.sees( pos ) ) {
1680 u.add_msg_if_player( m_good, _( "You caught a %s." ), fish->type->nname() );
1681 }
1682 //quietly kill the caught
1683 fish->no_corpse_quiet = true;
1684 fish->die( p );
1685}
bool sees(const tripoint &t, bool is_player=false, int range_mod=0) const override
static item make_corpse(const mtype_id &mt=string_id< mtype >::NULL_ID(), time_point turn=calendar::turn, const std::string &name="", int upgrade_time=-1)
Make a corpse of the given monster type.
Definition: item.cpp:507
item & add_item_or_charges(const tripoint &pos, item obj, bool overflow=true)
Adds an item to map tile or stacks charges.
Definition: map.cpp:4327
bool no_corpse_quiet
Definition: monster.h:481
void die(Creature *killer) override
Empty function.
Definition: monster.cpp:2276
const mtype * type
Definition: monster.h:477
void add_msg_if_player(const std::string &msg) const override
Definition: player.cpp:380
time_point turn
Definition: calendar.cpp:36
mtype_id id
Definition: mtype.h:240
std::string nname(unsigned int quantity=1) const
Definition: mtype.cpp:65

References _, map::add_item_or_charges(), player::add_msg_if_player(), monster::die(), mtype::id, m, m_good, item::make_corpse(), mtype::nname(), monster::no_corpse_quiet, rng(), Character::sees(), calendar::turn, monster::type, and u.

◆ chat()

void game::chat ( )
private

Definition at line 395 of file npctalk.cpp.

396{
397 int volume = u.get_shout_volume();
398
399 const std::vector<npc *> available = get_npcs_if( [&]( const npc & guy ) {
400 // TODO: Get rid of the z-level check when z-level vision gets "better"
401 return u.posz() == guy.posz() && u.sees( guy.pos() ) &&
402 rl_dist( u.pos(), guy.pos() ) <= SEEX * 2;
403 } );
404 const int available_count = available.size();
405 const std::vector<npc *> followers = get_npcs_if( [&]( const npc & guy ) {
406 return guy.is_player_ally() && guy.is_following() && guy.can_hear( u.pos(), volume );
407 } );
408 const int follower_count = followers.size();
409 const std::vector<npc *> guards = get_npcs_if( [&]( const npc & guy ) {
410 return guy.mission == NPC_MISSION_GUARD_ALLY &&
411 guy.companion_mission_role_id != "FACTION_CAMP" &&
412 guy.can_hear( u.pos(), volume );
413 } );
414 const int guard_count = guards.size();
415
416 if( u.has_trait( trait_PROF_FOODP ) && !( u.is_wearing( itype_id( "foodperson_mask" ) ) ||
417 u.is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
418 u.add_msg_if_player( m_warning, _( "You can't speak without your face!" ) );
419 return;
420 }
421 std::vector<vehicle *> animal_vehicles;
422 std::vector<vehicle *> following_vehicles;
423 std::vector<vehicle *> magic_vehicles;
424 std::vector<vehicle *> magic_following_vehicles;
425 for( auto &veh : m.get_vehicles() ) {
426 auto &v = veh.v;
427 if( v->has_engine_type( fuel_type_animal, false ) && v->is_owned_by( u ) ) {
428 animal_vehicles.push_back( v );
429 if( v->is_following ) {
430 following_vehicles.push_back( v );
431 }
432 }
433 if( v->magic ) {
434 for( const vpart_reference &vp : v->get_all_parts() ) {
435 const vpart_info &vpi = vp.info();
436 if( vpi.has_flag( "MAGIC_FOLLOW" ) ) {
437 magic_vehicles.push_back( v );
438 if( v->is_following ) {
439 magic_following_vehicles.push_back( v );
440 }
441 break;
442 }
443 }
444 }
445 }
446
447 uilist nmenu;
448 nmenu.text = std::string( _( "What do you want to do?" ) );
449
450 if( !available.empty() ) {
451 nmenu.addentry( NPC_CHAT_TALK, true, 't', available_count == 1 ?
452 string_format( _( "Talk to %s" ), available.front()->name ) :
453 _( "Talk to…" )
454 );
455 }
456 nmenu.addentry( NPC_CHAT_YELL, true, 'a', _( "Yell" ) );
457 nmenu.addentry( NPC_CHAT_SENTENCE, true, 'b', _( "Yell a sentence" ) );
458 if( !animal_vehicles.empty() ) {
460 _( "Whistle at your animals pulling vehicles to follow you." ) );
461 }
462 if( !magic_vehicles.empty() ) {
464 _( "Utter a magical command that will order your magical vehicles to follow you." ) );
465 }
466 if( !magic_following_vehicles.empty() ) {
468 _( "Utter a magical command that will order your magical vehicles to stop following you." ) );
469 }
470 if( !following_vehicles.empty() ) {
472 _( "Whistle at your animals pulling vehicles to stop following you." ) );
473 }
474 if( !guards.empty() ) {
475 nmenu.addentry( NPC_CHAT_FOLLOW, true, 'f', guard_count == 1 ?
476 string_format( _( "Tell %s to follow" ), guards.front()->name ) :
477 _( "Tell someone to follow…" )
478 );
479 }
480 if( !followers.empty() ) {
481 nmenu.addentry( NPC_CHAT_GUARD, true, 'g', follower_count == 1 ?
482 string_format( _( "Tell %s to guard" ), followers.front()->name ) :
483 _( "Tell someone to guard…" )
484 );
485 nmenu.addentry( NPC_CHAT_AWAKE, true, 'w', _( "Tell everyone on your team to wake up" ) );
486 nmenu.addentry( NPC_CHAT_MOUNT, true, 'M', _( "Tell everyone on your team to mount up" ) );
487 nmenu.addentry( NPC_CHAT_DISMOUNT, true, 'm', _( "Tell everyone on your team to dismount" ) );
488 nmenu.addentry( NPC_CHAT_DANGER, true, 'D',
489 _( "Tell everyone on your team to prepare for danger" ) );
490 nmenu.addentry( NPC_CHAT_CLEAR_OVERRIDES, true, 'r',
491 _( "Tell everyone on your team to relax (Clear Overrides)" ) );
492 nmenu.addentry( NPC_CHAT_ORDERS, true, 'o', _( "Tell everyone on your team to temporarily…" ) );
493 }
494 std::string message;
495 std::string yell_msg;
496 bool is_order = true;
497 nmenu.query();
498
499 if( nmenu.ret < 0 ) {
500 return;
501 }
502
503 switch( nmenu.ret ) {
504 case NPC_CHAT_TALK: {
505 const int npcselect = npc_select_menu( available, _( "Talk to whom?" ), false );
506 if( npcselect < 0 ) {
507 return;
508 }
509 available[npcselect]->talk_to_u();
510 break;
511 }
512 case NPC_CHAT_YELL:
513 is_order = false;
514 message = _( "loudly." );
515 break;
516 case NPC_CHAT_SENTENCE: {
517 std::string popupdesc = _( "Enter a sentence to yell" );
519 popup.title( _( "Yell a sentence" ) )
520 .width( 64 )
521 .description( popupdesc )
522 .identifier( "sentence" )
523 .max_length( 128 )
524 .query();
525 yell_msg = popup.text();
526 is_order = false;
527 break;
528 }
529 case NPC_CHAT_GUARD: {
530 const int npcselect = npc_select_menu( followers, _( "Who should guard here?" ) );
531 if( npcselect < 0 ) {
532 return;
533 }
534 if( npcselect == follower_count ) {
535 for( npc *them : followers ) {
537 }
538 yell_msg = _( "Everyone guard here!" );
539 } else {
540 talk_function::assign_guard( *followers[npcselect] );
541 yell_msg = string_format( _( "Guard here, %s!" ), followers[npcselect]->name );
542 }
543 break;
544 }
545 case NPC_CHAT_FOLLOW: {
546 const int npcselect = npc_select_menu( guards, _( "Who should follow you?" ) );
547 if( npcselect < 0 ) {
548 return;
549 }
550 if( npcselect == guard_count ) {
551 for( npc *them : guards ) {
553 }
554 yell_msg = _( "Everyone follow me!" );
555 } else {
556 talk_function::stop_guard( *guards[npcselect] );
557 yell_msg = string_format( _( "Follow me, %s!" ), guards[npcselect]->name );
558 }
559 break;
560 }
561 case NPC_CHAT_AWAKE:
562 for( npc *them : followers ) {
563 talk_function::wake_up( *them );
564 }
565 yell_msg = _( "Stay awake!" );
566 break;
567 case NPC_CHAT_MOUNT:
568 for( npc *them : followers ) {
569 if( them->has_effect( effect_riding ) ) {
570 continue;
571 }
573 }
574 yell_msg = _( "Mount up!" );
575 break;
577 for( npc *them : followers ) {
578 if( them->has_effect( effect_riding ) ) {
579 them->npc_dismount();
580 }
581 }
582 yell_msg = _( "Dismount!" );
583 break;
584 case NPC_CHAT_DANGER:
585 for( npc *them : followers ) {
586 them->rules.set_danger_overrides();
587 }
588 yell_msg = _( "We're in danger. Stay awake, stay close, don't go wandering off, "
589 "and don't open any doors." );
590 break;
592 for( npc *p : followers ) {
594 }
595 yell_msg = _( "As you were." );
596 break;
597 case NPC_CHAT_ORDERS:
598 npc_temp_orders_menu( followers );
599 break;
602 break;
605 break;
608 break;
611 break;
612 default:
613 return;
614 }
615
616 if( !yell_msg.empty() ) {
617 message = string_format( "\"%s\"", yell_msg );
618 }
619 if( !message.empty() ) {
620 add_msg( _( "You yell %s" ), message );
621 u.shout( string_format( _( "%s yelling %s" ), u.disp_name(), message ), is_order );
622 }
623
624 u.moves -= 100;
625}
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Returns either "you" or the player's name.
Definition: character.cpp:569
void shout(std::string msg="", bool order=false)
Definition: character.cpp:7591
bool can_hear(const tripoint &source, int volume) const
bool is_wearing(const item &itm) const
Returns true if the player is wearing the item.
Definition: character.cpp:3204
bool has_trait(const trait_id &b) const override
Returns true if the player has the entered trait.
Definition: mutation.cpp:101
int get_shout_volume() const
Definition: character.cpp:7548
int moves
Definition: creature.h:578
std::string companion_mission_role_id
Definition: npc.h:1277
npc_mission mission
Definition: npc.h:1284
bool is_player_ally() const
Definition: npc.cpp:2003
bool is_following() const
Definition: npc.cpp:2034
Shows a window querying the user for input.
bool has_flag(const std::string &flag) const
Definition: veh_type.h:336
This is a wrapper over a vehicle pointer and a reference to a part of it.
int rl_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:519
static constexpr int SEEX
std::string message
Definition: mapgen.cpp:411
std::string name(type dir)
Get Human readable name of a direction.
Definition: overmap.cpp:4127
void wake_up(npc &)
void find_mount(npc &)
void clear_overrides(npc &p)
void stop_guard(npc &)
void assign_guard(npc &)
quantity< int, volume_in_milliliter_tag > volume
Definition: units_volume.h:16
@ NPC_MISSION_GUARD_ALLY
Definition: npc.h:150
static const efftype_id effect_riding("riding")
static const trait_id trait_PROF_FOODP("PROF_FOODP")
static int npc_select_menu(const std::vector< npc * > &npc_list, const std::string &prompt, const bool everyone=true)
Definition: npctalk.cpp:221
static void tell_magic_veh_stop_following()
Definition: npctalk.cpp:378
static void tell_veh_stop_following()
Definition: npctalk.cpp:341
static void assign_veh_to_follow()
Definition: npctalk.cpp:352
static void npc_temp_orders_menu(const std::vector< npc * > &npc_list)
Definition: npctalk.cpp:253
static const itype_id fuel_type_animal("animal")
@ NPC_CHAT_MOUNT
Definition: npctalk.cpp:201
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:215
@ NPC_CHAT_YELL
Definition: npctalk.cpp:196
@ NPC_CHAT_FOLLOW
Definition: npctalk.cpp:199
@ NPC_CHAT_GUARD
Definition: npctalk.cpp:198
@ NPC_CHAT_DISMOUNT
Definition: npctalk.cpp:202
@ NPC_CHAT_ANIMAL_VEHICLE_FOLLOW
Definition: npctalk.cpp:212
@ NPC_CHAT_ORDERS
Definition: npctalk.cpp:204
@ NPC_CHAT_SENTENCE
Definition: npctalk.cpp:197
@ NPC_CHAT_CLEAR_OVERRIDES
Definition: npctalk.cpp:211
@ NPC_CHAT_DANGER
Definition: npctalk.cpp:203
@ NPC_CHAT_AWAKE
Definition: npctalk.cpp:200
@ NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:213
@ NPC_CHAT_TALK
Definition: npctalk.cpp:195
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW
Definition: npctalk.cpp:214
static void tell_magic_veh_to_follow()
Definition: npctalk.cpp:362
int popup(const std::string &text, PopupFlags flags)
Definition: output.cpp:764

References _, add_msg(), player::add_msg_if_player(), uilist::addentry(), talk_function::assign_guard(), assign_veh_to_follow(), available, Character::can_hear(), talk_function::clear_overrides(), npc::companion_mission_role_id, Character::disp_name(), effect_riding, talk_function::find_mount(), fuel_type_animal, get_npcs_if(), Character::get_shout_volume(), map::get_vehicles(), vpart_info::has_flag(), Character::has_trait(), npc::is_following(), npc::is_player_ally(), Character::is_wearing(), m, m_warning, mapgen_defer::message, npc::mission, Creature::moves, om_direction::name(), NPC_CHAT_ANIMAL_VEHICLE_FOLLOW, NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW, NPC_CHAT_AWAKE, NPC_CHAT_CLEAR_OVERRIDES, NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW, NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW, NPC_CHAT_DANGER, NPC_CHAT_DISMOUNT, NPC_CHAT_FOLLOW, NPC_CHAT_GUARD, NPC_CHAT_MOUNT, NPC_CHAT_ORDERS, NPC_CHAT_SENTENCE, NPC_CHAT_TALK, NPC_CHAT_YELL, NPC_MISSION_GUARD_ALLY, npc_select_menu(), npc_temp_orders_menu(), popup(), Character::pos(), Character::posz(), uilist::query(), uilist::ret, rl_dist(), Character::sees(), SEEX, Character::shout(), talk_function::stop_guard(), string_format(), tell_magic_veh_stop_following(), tell_magic_veh_to_follow(), tell_veh_stop_following(), uilist::text, trait_PROF_FOODP, u, and talk_function::wake_up().

Referenced by handle_action().

◆ check_near_zone()

bool game::check_near_zone ( const zone_type_id type,
const tripoint where 
) const

Checks whether or not there is a zone of particular type nearby.

Definition at line 6012 of file game.cpp.

6013{
6014 return zone_manager::get_manager().has_near( type, m.getabs( where ) );
6015}
static zone_manager & get_manager()
Definition: clzones.cpp:126
bool has_near(const zone_type_id &type, const tripoint &where, int range=MAX_DISTANCE, const faction_id &fac=your_fac) const
Definition: clzones.cpp:702

References zone_manager::get_manager(), map::getabs(), zone_manager::has_near(), m, and type.

◆ check_safe_mode_allowed()

bool game::check_safe_mode_allowed ( bool  repeat_safe_mode_warnings = true)

Check whether movement is allowed according to safe mode settings.

Returns
true if the movement is allowed, otherwise false.

Definition at line 8551 of file game.cpp.

8552{
8553 if( !repeat_safe_mode_warnings && safe_mode_warning_logged ) {
8554 // Already warned player since safe_mode_warning_logged is set.
8555 return false;
8556 }
8557
8558 std::string msg_ignore = press_x( ACTION_IGNORE_ENEMY );
8559 if( !msg_ignore.empty() ) {
8560 std::wstring msg_ignore_wide = utf8_to_wstr( msg_ignore );
8561 // Operate on a wide-char basis to prevent corrupted multi-byte string
8562 msg_ignore_wide[0] = towlower( msg_ignore_wide[0] );
8563 msg_ignore = wstr_to_utf8( msg_ignore_wide );
8564 }
8565
8567 // Automatic and mandatory safemode. Make BLOODY sure the player notices!
8568 if( u.get_int_base() < 5 || u.has_trait( trait_id( "PROF_CHURL" ) ) ) {
8570 _( "There's an angry red dot on your body, %s to brush it off." ), msg_ignore );
8571 } else {
8573 _( "You are being laser-targeted, %s to ignore." ), msg_ignore );
8574 }
8576 return false;
8577 }
8578 if( safe_mode != SAFE_MODE_STOP ) {
8579 return true;
8580 }
8581 // Currently driving around, ignore the monster, they have no chance against a proper car anyway (-:
8582 if( u.controlling_vehicle && !get_option<bool>( "SAFEMODEVEH" ) ) {
8583 return true;
8584 }
8585 // Monsters around and we don't want to run
8586 std::string spotted_creature_name;
8587 const monster_visible_info &mon_visible = u.get_mon_visible();
8588 const auto &new_seen_mon = mon_visible.new_seen_mon;
8589
8590 if( new_seen_mon.empty() ) {
8591 // naming consistent with code in game::mon_info
8592 spotted_creature_name = _( "a survivor" );
8594 } else {
8595 spotted_creature_name = new_seen_mon.back()->name();
8596 get_safemode().lastmon_whitelist = spotted_creature_name;
8597 }
8598
8599 std::string whitelist;
8600 if( !get_safemode().empty() ) {
8601 whitelist = string_format( _( " or %s to whitelist the monster" ),
8603 }
8604
8605 const std::string msg_safe_mode = press_x( ACTION_TOGGLE_SAFEMODE );
8607 _( "Spotted %1$s--safe mode is on! (%2$s to turn it off, %3$s to ignore monster%4$s)" ),
8608 spotted_creature_name, msg_safe_mode, msg_ignore, whitelist );
8610 return false;
8611}
std::string press_x(action_id act)
Definition: action.cpp:457
@ ACTION_IGNORE_ENEMY
Ignore the enemy that triggered safemode.
Definition: action.h:217
@ ACTION_WHITELIST_ENEMY
Whitelist the enemy that triggered safemode.
Definition: action.h:219
@ ACTION_TOGGLE_SAFEMODE
Turn safemode on/off, while leaving autosafemode intact.
Definition: action.h:211
std::wstring utf8_to_wstr(const std::string &str)
std::string wstr_to_utf8(const std::wstring &wstr)
bool has_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Check if creature has the matching effect.
Definition: creature.cpp:1186
int get_int_base() const override
Definition: avatar.cpp:1022
monster_visible_info & get_mon_visible()
Definition: avatar.h:226
std::string lastmon_whitelist
Definition: safemode_ui.h:87
std::string npc_type_name()
Definition: safemode_ui.cpp:44
@ gmf_bypass_cooldown
Definition: enums.h:288
static const efftype_id effect_laserlocked("laserlocked")
@ SAFE_MODE_STOP
Definition: game.h:79
safemode & get_safemode()
Definition: safemode_ui.cpp:33
Structure allowing a combination of game_message_type and game_message_flags.
Definition: enums.h:293
std::vector< shared_ptr_fast< monster > > new_seen_mon
Definition: avatar.h:41

References _, ACTION_IGNORE_ENEMY, ACTION_TOGGLE_SAFEMODE, ACTION_WHITELIST_ENEMY, add_msg(), Character::controlling_vehicle, effect_laserlocked, avatar::get_int_base(), avatar::get_mon_visible(), get_safemode(), gmf_bypass_cooldown, Creature::has_effect(), Character::has_trait(), safemode::lastmon_whitelist, m_warning, monster_visible_info::new_seen_mon, safemode::npc_type_name(), press_x(), safe_mode, SAFE_MODE_STOP, safe_mode_warning_logged, string_format(), u, utf8_to_wstr(), and wstr_to_utf8().

Referenced by handle_action().

◆ check_zone()

bool game::check_zone ( const zone_type_id type,
const tripoint where 
) const

Definition at line 6007 of file game.cpp.

6008{
6009 return zone_manager::get_manager().has( type, m.getabs( where ) );
6010}
bool has(const zone_type_id &type, const tripoint &where, const faction_id &fac=your_fac) const
Definition: clzones.cpp:694

References zone_manager::get_manager(), map::getabs(), zone_manager::has(), m, and type.

Referenced by place_player().

◆ cleanup_at_end()

bool game::cleanup_at_end ( )

Definition at line 937 of file game.cpp.

938{
939 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
940 // Put (non-hallucinations) into the overmap so they are not lost.
941 for( monster &critter : all_monsters() ) {
942 despawn_monster( critter );
943 }
944 // Reset NPC factions and disposition
946 // Save the factions', missions and set the NPC's overmap coordinates
947 // Npcs are saved in the overmap.
948 save_factions_missions_npcs(); //missions need to be saved as they are global for all saves.
949 // save artifacts.
951
952 // and the overmap, and the local map.
953 save_maps(); //Omap also contains the npcs who need to be saved.
954 }
955
956 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
957 std::vector<std::string> vRip;
958
959 int iMaxWidth = 0;
960 int iNameLine = 0;
961 int iInfoLine = 0;
962
965 if( !( u.has_trait( trait_id( "CANNIBAL" ) ) || u.has_trait( trait_id( "PSYCHOPATH" ) ) ) ) {
966 vRip.emplace_back( " _______ ___" );
967 vRip.emplace_back( " < `/ |" );
968 vRip.emplace_back( " > _ _ (" );
969 vRip.emplace_back( " | |_) | |_) |" );
970 vRip.emplace_back( " | | \\ | | |" );
971 vRip.emplace_back( " ______.__%_| |_________ __" );
972 vRip.emplace_back( " _/ \\| |" );
973 iNameLine = vRip.size();
974 vRip.emplace_back( "| <" );
975 vRip.emplace_back( "| |" );
976 iMaxWidth = utf8_width( vRip.back() );
977 vRip.emplace_back( "| |" );
978 vRip.emplace_back( "|_____.-._____ __/|_________|" );
979 vRip.emplace_back( " | |" );
980 iInfoLine = vRip.size();
981 vRip.emplace_back( " | |" );
982 vRip.emplace_back( " | <" );
983 vRip.emplace_back( " | |" );
984 vRip.emplace_back( " | _ |" );
985 vRip.emplace_back( " |__/ |" );
986 vRip.emplace_back( " % / `--. |%" );
987 vRip.emplace_back( " * .%%| -< @%%%" ); // NOLINT(cata-text-style)
988 vRip.emplace_back( " `\\%`@| |@@%@%%" );
989 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
990 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
991
992 } else {
993 vRip.emplace_back( " _______ ___" );
994 vRip.emplace_back( " | \\/ |" );
995 vRip.emplace_back( " | |" );
996 vRip.emplace_back( " | |" );
997 iInfoLine = vRip.size();
998 vRip.emplace_back( " | |" );
999 vRip.emplace_back( " | |" );
1000 vRip.emplace_back( " | |" );
1001 vRip.emplace_back( " | |" );
1002 vRip.emplace_back( " | <" );
1003 vRip.emplace_back( " | _ |" );
1004 vRip.emplace_back( " |__/ |" );
1005 vRip.emplace_back( " ______.__%_| |__________ _" );
1006 vRip.emplace_back( " _/ \\| \\" );
1007 iNameLine = vRip.size();
1008 vRip.emplace_back( "| <" );
1009 vRip.emplace_back( "| |" );
1010 iMaxWidth = utf8_width( vRip.back() );
1011 vRip.emplace_back( "| |" );
1012 vRip.emplace_back( "|_____.-._______ __/|__________|" );
1013 vRip.emplace_back( " % / `_-. _ |%" );
1014 vRip.emplace_back( " * .%%| |_) | |_)< @%%%" ); // NOLINT(cata-text-style)
1015 vRip.emplace_back( " `\\%`@| | \\ | | |@@%@%%" );
1016 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
1017 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
1018 }
1019 } else {
1020 vRip.emplace_back( R"( _________ ____ )" );
1021 vRip.emplace_back( R"( _/ `/ \_ )" );
1022 vRip.emplace_back( R"( _/ _ _ \_. )" );
1023 vRip.emplace_back( R"( _%\ |_) | |_) \_ )" );
1024 vRip.emplace_back( R"( _/ \/ | \ | | \_ )" );
1025 vRip.emplace_back( R"( _/ \_ )" );
1026 vRip.emplace_back( R"(| |)" );
1027 iNameLine = vRip.size();
1028 vRip.emplace_back( R"( ) < )" );
1029 vRip.emplace_back( R"(| |)" );
1030 vRip.emplace_back( R"(| |)" );
1031 vRip.emplace_back( R"(| _ |)" );
1032 vRip.emplace_back( R"(|__/ |)" );
1033 iMaxWidth = utf8_width( vRip.back() );
1034 vRip.emplace_back( R"( / `--. |)" );
1035 vRip.emplace_back( R"(| ( )" );
1036 iInfoLine = vRip.size();
1037 vRip.emplace_back( R"(| |)" );
1038 vRip.emplace_back( R"(| |)" );
1039 vRip.emplace_back( R"(| % . |)" );
1040 vRip.emplace_back( R"(| @` %% |)" );
1041 vRip.emplace_back( R"(| %@%@%\ * %`%@%|)" );
1042 vRip.emplace_back( R"(%%@@@.%@%\%% `\ %%.%%@@%@)" );
1043 vRip.emplace_back( R"(@%@@%%%%%@@@@@@%%%%%%%%@@%%@@@%%%@%%@)" );
1044 }
1045
1046 const int iOffsetX = TERMX > FULL_SCREEN_WIDTH ? ( TERMX - FULL_SCREEN_WIDTH ) / 2 : 0;
1047 const int iOffsetY = TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0;
1048
1050 point( iOffsetX, iOffsetY ) );
1051 draw_border( w_rip );
1052
1053 sfx::do_player_death_hurt( g->u, true );
1058
1059 for( size_t iY = 0; iY < vRip.size(); ++iY ) {
1060 size_t iX = 0;
1061 const char *str = vRip[iY].data();
1062 for( int slen = vRip[iY].size(); slen > 0; ) {
1063 const uint32_t cTemp = UTF8_getch( &str, &slen );
1064 if( cTemp != U' ' ) {
1065 nc_color ncColor = c_light_gray;
1066
1067 if( cTemp == U'%' ) {
1068 ncColor = c_green;
1069
1070 } else if( cTemp == U'_' || cTemp == U'|' ) {
1071 ncColor = c_white;
1072
1073 } else if( cTemp == U'@' ) {
1074 ncColor = c_brown;
1075
1076 } else if( cTemp == U'*' ) {
1077 ncColor = c_red;
1078 }
1079
1080 mvwputch( w_rip, point( iX + FULL_SCREEN_WIDTH / 2 - ( iMaxWidth / 2 ), iY + 1 ), ncColor,
1081 cTemp );
1082 }
1083 iX += mk_wcwidth( cTemp );
1084 }
1085 }
1086
1087 std::string sTemp;
1088
1089 center_print( w_rip, iInfoLine++, c_white, _( "Survived:" ) );
1090
1092 const int minutes = to_minutes<int>( survived ) % 60;
1093 const int hours = to_hours<int>( survived ) % 24;
1094 const int days = to_days<int>( survived );
1095
1096 if( days > 0 ) {
1097 sTemp = string_format( "%dd %dh %dm", days, hours, minutes );
1098 } else if( hours > 0 ) {
1099 sTemp = string_format( "%dh %dm", hours, minutes );
1100 } else {
1101 sTemp = string_format( "%dm", minutes );
1102 }
1103
1104 center_print( w_rip, iInfoLine++, c_white, sTemp );
1105
1106 const int iTotalKills = get_kill_tracker().monster_kill_count();
1107
1108 sTemp = _( "Kills:" );
1109 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - 5, 1 + iInfoLine++ ), c_light_gray,
1110 ( sTemp + " " ) );
1111 wprintz( w_rip, c_magenta, "%d", iTotalKills );
1112
1113 sTemp = _( "In memory of:" );
1114 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1116 sTemp );
1117
1118 sTemp = u.name;
1119 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ), c_white,
1120 sTemp );
1121
1122 sTemp = _( "Last Words:" );
1123 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1125 sTemp );
1126
1127 int iStartX = FULL_SCREEN_WIDTH / 2 - ( ( iMaxWidth - 4 ) / 2 );
1128 std::string sLastWords = string_input_popup()
1129 .window( w_rip, point( iStartX, iNameLine ), iStartX + iMaxWidth - 4 - 1 )
1130 .max_length( iMaxWidth - 4 - 1 )
1131 .query_string();
1132 death_screen();
1133 const bool is_suicide = uquit == QUIT_SUICIDE;
1134 events().send<event_type::game_over>( is_suicide, sLastWords );
1135 // Struck the save_player_data here to forestall Weirdness
1136 std::string char_filename = generate_memorial_filename( u.name );
1137 move_save_to_graveyard( char_filename );
1138 write_memorial_file( char_filename, sLastWords );
1139 memorial().clear();
1140 std::vector<std::string> characters = list_active_saves();
1141 // remove current player from the active characters list, as they are dead
1142 std::vector<std::string>::iterator curchar = std::find( characters.begin(),
1143 characters.end(), u.get_save_id() );
1144 if( curchar != characters.end() ) {
1145 characters.erase( curchar );
1146 }
1147
1148 if( characters.empty() ) {
1149 bool queryDelete = false;
1150 bool queryReset = false;
1151
1152 if( get_option<std::string>( "WORLD_END" ) == "query" ) {
1153 bool decided = false;
1154 std::string buffer = _( "Warning: NPC interactions and some other global flags "
1155 "will not all reset when starting a new character in an "
1156 "already-played world. This can lead to some strange "
1157 "behavior.\n\n"
1158 "Are you sure you wish to keep this world?"
1159 );
1160
1161 while( !decided ) {
1162 uilist smenu;
1163 smenu.allow_cancel = false;
1164 smenu.addentry( 0, true, 'r', "%s", _( "Reset world" ) );
1165 smenu.addentry( 1, true, 'd', "%s", _( "Delete world" ) );
1166 smenu.addentry( 2, true, 'k', "%s", _( "Keep world" ) );
1167 smenu.query();
1168
1169 switch( smenu.ret ) {
1170 case 0:
1171 queryReset = true;
1172 decided = true;
1173 break;
1174 case 1:
1175 queryDelete = true;
1176 decided = true;
1177 break;
1178 case 2:
1179 decided = query_yn( buffer );
1180 break;
1181 }
1182 }
1183 }
1184
1185 if( queryDelete || get_option<std::string>( "WORLD_END" ) == "delete" ) {
1186 world_generator->delete_world( world_generator->active_world->world_name, true );
1187
1188 } else if( queryReset || get_option<std::string>( "WORLD_END" ) == "reset" ) {
1189 world_generator->delete_world( world_generator->active_world->world_name, false );
1190 }
1191 } else if( get_option<std::string>( "WORLD_END" ) != "keep" ) {
1192 std::string tmpmessage;
1193 for( auto &character : characters ) {
1194 tmpmessage += "\n ";
1195 tmpmessage += character;
1196 }
1197 popup( _( "World retained. Characters remaining:%s" ), tmpmessage );
1198 }
1199 if( gamemode ) {
1200 gamemode = std::make_unique<special_game>(); // null gamemode or something..
1201 }
1202 }
1203
1204 //Reset any offset due to driving
1206
1207 //clear all sound channels
1213
1214 MAPBUFFER.clear();
1216
1217#if defined(__ANDROID__)
1218 quick_shortcuts_map.clear();
1219#endif
1220 return true;
1221}
uint32_t UTF8_getch(const char **src, int *srclen)
Definition: catacharset.cpp:18
int utf8_width(const char *s, const bool ignore_tags)
std::string name
Definition: character.h:1529
std::string get_save_id() const
Definition: avatar.h:88
A wrapper over a pointer to a curses window.
Definition: cursesdef.h:55
void send(const cata::event &) const
Definition: event_bus.cpp:58
void move_save_to_graveyard(const std::string &dirname)
Definition: game.cpp:2469
bool save_maps()
Definition: game.cpp:2668
std::unique_ptr< special_game > gamemode
Definition: game.h:1054
void death_screen()
Definition: game.cpp:2418
monster_range all_monsters()
Same as all_creatures but iterators only over monsters.
Definition: game.cpp:11972
bool save_factions_missions_npcs()
Definition: game.cpp:2654
void despawn_monster(monster &critter)
Despawn a specific monster, it's stored on the overmap.
Definition: game.cpp:10996
const kill_tracker & get_kill_tracker() const
Definition: game.cpp:876
void write_memorial_file(const std::string &filename, std::string sLastWords)
Writes information about the character out to a text file timestamped with the time of the file was m...
Definition: game.cpp:2767
std::vector< std::string > list_active_saves()
Returns a list of currently active character saves.
Definition: game.cpp:2752
bool save_artifacts()
Definition: game.cpp:2662
memorial_logger & memorial()
Definition: game.cpp:2717
void reset_npc_dispositions()
Definition: game.cpp:2626
int monster_kill_count() const
void clear()
Delete all buffered submaps.
Definition: mapbuffer.cpp:45
string_input_popup & window(const catacurses::window &w, point start, int endx)
Set the window area where to display the input text.
string_input_popup & max_length(int value)
Maximal amount of Unicode characters that can be given by the user.
const std::string & query_string(bool loop=true, bool draw_only=false)
A duration defined as a number of specific time units.
Definition: calendar.h:180
bool allow_cancel
Definition: ui.h:362
bool has_amount(const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
Check instance provides at least qty of an item (.
Definition: visitable.cpp:1108
#define c_white
Definition: color.h:18
#define c_light_gray
Definition: color.h:19
#define c_green
Definition: color.h:22
#define c_magenta
Definition: color.h:25
#define c_brown
Definition: color.h:26
#define c_red
Definition: color.h:21
static const itype_id itype_holybook_bible1("holybook_bible1")
static std::string generate_memorial_filename(const std::string &char_name)
Definition: game.cpp:910
static const itype_id itype_holybook_bible2("holybook_bible2")
static const itype_id itype_holybook_bible3("holybook_bible3")
std::unique_ptr< game > g
Definition: game.cpp:281
@ QUIT_DIED
Definition: game.h:72
@ QUIT_SUICIDE
Definition: game.h:69
const time_point & start_of_cataclysm
Definition: calendar.cpp:33
window newwin(int nlines, int ncols, point begin)
Definition: ncurses_def.cpp:34
FMT_CONSTEXPR bool find(Ptr first, Ptr last, T value, Ptr &out)
const size_t size
Definition: om_direction.h:27
void do_player_death_hurt(const player &target, bool death)
Definition: sounds.cpp:1631
void fade_audio_channel(channel channel, int duration)
Definition: sounds.cpp:1616
void fade_audio_group(group group, int duration)
Definition: sounds.cpp:1615
int TERMX
Definition: output.cpp:47
void mvwprintz(const catacurses::window &w, point p, const nc_color &FG, const std::string &text)
Definition: output.cpp:2081
int FULL_SCREEN_HEIGHT
Definition: output.cpp:56
int TERMY
Definition: output.cpp:48
void center_print(const catacurses::window &w, const int y, const nc_color &FG, const std::string &text)
Definition: output.cpp:446
void mvwputch(const catacurses::window &w, point p, nc_color FG, int ch)
Definition: output.cpp:477
void wprintz(const catacurses::window &w, const nc_color &FG, const std::string &text)
Definition: output.cpp:2089
int FULL_SCREEN_WIDTH
Definition: output.cpp:55
void draw_border(const catacurses::window &w, nc_color border_color, const std::string &title, nc_color title_color)
Definition: output.cpp:575
overmapbuffer overmap_buffer
int mk_wcwidth(uint32_t ucs)
Definition: wcwidth.cpp:94

References _, uilist::addentry(), all_monsters(), uilist::allow_cancel, sfx::any, c_brown, c_green, c_light_gray, c_magenta, c_red, c_white, center_print(), mapbuffer::clear(), memorial_logger::clear(), overmapbuffer::clear(), sfx::context_themes, death_screen(), despawn_monster(), sfx::do_player_death_hurt(), draw_border(), events(), sfx::fade_audio_channel(), sfx::fade_audio_group(), sfx::fatigue, detail::find(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, game_over, gamemode, generate_memorial_filename(), get_kill_tracker(), avatar::get_save_id(), visitable< T >::has_amount(), Character::has_trait(), itype_holybook_bible1, itype_holybook_bible2, itype_holybook_bible3, list_active_saves(), MAPBUFFER, string_input_popup::max_length(), memorial(), mk_wcwidth(), kill_tracker::monster_kill_count(), move_save_to_graveyard(), mvwprintz(), mvwputch(), Character::name, catacurses::newwin(), overmap_buffer, point_zero, popup(), uilist::query(), string_input_popup::query_string(), query_yn(), QUIT_DIED, QUIT_SUICIDE, reset_npc_dispositions(), uilist::ret, save_artifacts(), save_factions_missions_npcs(), save_maps(), event_bus::send(), set_driving_view_offset(), om_direction::size, calendar::start_of_cataclysm, string_format(), TERMX, TERMY, sfx::time_of_day, calendar::turn, u, uquit, UTF8_getch(), utf8_width(), sfx::weather, string_input_popup::window(), world_generator, wprintz(), and write_memorial_file().

Referenced by do_turn().

◆ cleanup_dead()

void game::cleanup_dead ( )

Definition at line 4021 of file game.cpp.

4022{
4023 // Dead monsters need to stay in the tracker until everything else that needs to die does so
4024 // This is because dying monsters can still interact with other dying monsters (@ref Creature::killer)
4025 bool monster_is_dead = critter_tracker->kill_marked_for_death();
4026
4027 bool npc_is_dead = false;
4028 // can't use all_npcs as that does not include dead ones
4029 for( const auto &n : active_npc ) {
4030 if( n->is_dead() ) {
4031 n->die( nullptr ); // make sure this has been called to create corpses etc.
4032 npc_is_dead = true;
4033 }
4034 }
4035
4036 if( monster_is_dead ) {
4037 // From here on, pointers to creatures get invalidated as dead creatures get removed.
4038 critter_tracker->remove_dead();
4039 }
4040
4041 if( npc_is_dead ) {
4042 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
4043 if( ( *it )->is_dead() ) {
4044 remove_npc_follower( ( *it )->getID() );
4045 overmap_buffer.remove_npc( ( *it )->getID() );
4046 it = active_npc.erase( it );
4047 } else {
4048 it++;
4049 }
4050 }
4051 }
4052
4053 critter_died = false;
4054}
void remove_npc_follower(const character_id &id)
Remove follower id from follower set.
Definition: game.cpp:1880
pimpl< Creature_tracker > critter_tracker
Definition: game.h:972
std::list< shared_ptr_fast< npc > > active_npc
Definition: game.h:1036
bool critter_died
Has anything died in this turn and needs to be cleaned up?
Definition: game.h:1048
shared_ptr_fast< npc > remove_npc(const character_id &id)
Find npc by id and if found, erase it from the npc list and return it ( or return nullptr if not foun...

References active_npc, critter_died, critter_tracker, overmap_buffer, overmapbuffer::remove_npc(), and remove_npc_follower().

Referenced by do_turn(), and monmove().

◆ clear_zombies()

void game::clear_zombies ( )

Redirects to the creature_tracker clear() function.

Definition at line 4717 of file game.cpp.

4718{
4719 critter_tracker->clear();
4720}

References critter_tracker.

Referenced by setup().

◆ control_vehicle()

void game::control_vehicle ( )
private

Definition at line 5161 of file game.cpp.

5162{
5163 static const itype_id fuel_type_animal( "animal" );
5164 int veh_part = -1;
5165 vehicle *veh = remoteveh();
5166 if( veh == nullptr ) {
5167 if( const optional_vpart_position vp = m.veh_at( u.pos() ) ) {
5168 veh = &vp->vehicle();
5169 veh_part = vp->part_index();
5170 }
5171 }
5172 if( veh != nullptr && veh->player_in_control( u ) &&
5173 veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ) {
5174 veh->use_controls( u.pos() );
5175 } else if( veh && veh->player_in_control( u ) &&
5176 veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 ) {
5177 u.controlling_vehicle = false;
5178 add_msg( m_info, _( "You let go of the reins." ) );
5179 } else if( veh && ( veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ||
5180 ( veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 &&
5181 veh->has_engine_type( fuel_type_animal, false ) && veh->has_harnessed_animal() ) ) &&
5182 u.in_vehicle ) {
5183 if( u.has_trait( trait_WAYFARER ) ) {
5184 add_msg( m_info, _( "You refuse to take control of this vehicle." ) );
5185 return;
5186 }
5187 if( !veh->interact_vehicle_locked() ) {
5188 veh->handle_potential_theft( u );
5189 return;
5190 }
5191 if( veh->engine_on ) {
5192 if( !veh->handle_potential_theft( u ) ) {
5193 return;
5194 }
5195 u.controlling_vehicle = true;
5196 add_msg( _( "You take control of the %s." ), veh->name );
5197 } else {
5198 if( !veh->handle_potential_theft( u ) ) {
5199 return;
5200 }
5201 veh->start_engines( true );
5202 }
5203 } else { // Start looking for nearby vehicle controls.
5204 int num_valid_controls = 0;
5205 std::optional<tripoint> vehicle_position;
5206 std::optional<vpart_reference> vehicle_controls;
5207 for( const tripoint elem : m.points_in_radius( g->u.pos(), 1 ) ) {
5208 if( const optional_vpart_position vp = m.veh_at( elem ) ) {
5209 const std::optional<vpart_reference> controls = vp.value().part_with_feature( "CONTROLS", true );
5210 if( controls ) {
5211 num_valid_controls++;
5212 vehicle_position = elem;
5213 vehicle_controls = controls;
5214 }
5215 }
5216 }
5217 if( num_valid_controls < 1 ) {
5218 add_msg( _( "No vehicle controls found." ) );
5219 return;
5220 } else if( num_valid_controls > 1 ) {
5221 vehicle_position = choose_adjacent( _( "Control vehicle where?" ) );
5222 if( !vehicle_position ) {
5223 return;
5224 }
5225 const optional_vpart_position vp = m.veh_at( *vehicle_position );
5226 if( vp ) {
5227 vehicle_controls = vp.value().part_with_feature( "CONTROLS", true );
5228 if( !vehicle_controls ) {
5229 add_msg( _( "The vehicle doesn't have controls there." ) );
5230 return;
5231 }
5232 } else {
5233 add_msg( _( "No vehicle there." ) );
5234 return;
5235 }
5236 }
5237 // If we hit neither of those, there's only one set of vehicle controls, which should already have been found.
5238 if( vehicle_controls ) {
5239 veh = &vehicle_controls->vehicle();
5240 if( !veh->handle_potential_theft( u ) ) {
5241 return;
5242 }
5243 veh->use_controls( *vehicle_position );
5244 //May be folded up (destroyed), so need to re-get it
5245 veh = g->remoteveh();
5246 }
5247 }
5248 if( veh ) {
5249 // If we reached here, we gained control of a vehicle.
5250 // Clear the map memory for the area covered by the vehicle to eliminate ghost vehicles.
5251 for( const tripoint &target : veh->get_points() ) {
5252 u.clear_memorized_tile( m.getabs( target ) );
5253 }
5254 veh->is_following = false;
5255 veh->is_patrolling = false;
5256 veh->autopilot_on = false;
5257 veh->is_autodriving = false;
5258 }
5259}
std::optional< tripoint > choose_adjacent(const std::string &message, const bool allow_vertical)
Request player input of adjacent tile, possibly including vertical tiles.
Definition: action.cpp:1026
bool in_vehicle
Definition: character.h:1536
void clear_memorized_tile(const tripoint &pos)
Definition: avatar.cpp:168
vehicle * remoteveh()
Returns the current remotely controlled vehicle.
Definition: game.cpp:2248
tripoint_range< tripoint > points_in_radius(const tripoint &center, size_t radius, size_t radiusz=0) const
Definition: map.cpp:8711
optional_vpart_position veh_at(const tripoint &p) const
Checks if tile is occupied by vehicle and by which part.
Definition: map.cpp:1068
Simple wrapper to forward functions that may return a std::optional to vpart_position.
std::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2482
bool engine_on
Definition: vehicle.h:2014
std::set< tripoint > & get_points(bool force_refresh=false)
Definition: vehicle.cpp:6762
std::string name
Definition: vehicle.h:1874
bool has_engine_type(const itype_id &ft, bool enabled) const
Definition: vehicle.cpp:1032
void start_engines(bool take_control=false, bool autodrive=false)
void use_controls(const tripoint &pos)
Operate vehicle controls.
vehicle(const vproto_id &type_id, int init_veh_fuel=-1, int init_veh_status=-1)
Definition: vehicle.cpp:252
bool has_harnessed_animal() const
bool interact_vehicle_locked()
int avail_part_with_feature(int p, const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2546
bool autopilot_on
Definition: vehicle.h:2022
bool is_autodriving
Definition: vehicle.h:2007
bool handle_potential_theft(avatar &you, bool check_only=false, bool prompt=true)
Handle potential vehicle theft.
Definition: vehicle.cpp:4388
static const trait_id trait_WAYFARER("WAYFARER")

References _, add_msg(), vehicle::autopilot_on, vehicle::avail_part_with_feature(), choose_adjacent(), avatar::clear_memorized_tile(), Character::controlling_vehicle, vehicle::engine_on, fuel_type_animal, g, vehicle::get_points(), map::getabs(), vehicle::handle_potential_theft(), vehicle::has_engine_type(), vehicle::has_harnessed_animal(), Character::has_trait(), Character::in_vehicle, vehicle::interact_vehicle_locked(), vehicle::is_autodriving, vehicle::is_following, vehicle::is_patrolling, m, m_info, vehicle::name, optional_vpart_position::part_with_feature(), vehicle::player_in_control(), map::points_in_radius(), Character::pos(), remoteveh(), vehicle::start_engines(), trait_WAYFARER, u, vehicle::use_controls(), map::veh_at(), and vehicle::vehicle().

Referenced by handle_action().

◆ create_or_get_main_ui_adaptor()

shared_ptr_fast< ui_adaptor > game::create_or_get_main_ui_adaptor ( )

In tiles mode w_terrain can have a different font (with a different tile dimension) or can be drawn by cata_tiles which uses tiles that again might have a different dimension then the normal font used everywhere else.

TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can be displayed in w_terrain (using it's specific tile dimension), not including partially drawn squares at the right/bottom. You should use it whenever you want to draw specific squares in that window or to determine whether a specific square is draw on screen (or outside the screen and needs scrolling).

TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of w_terrain in the standard font dimension (the font that everything else uses). You usually don't have to use it, expect for positioning of windows, because the window positions use the standard font dimension.

The code here calculates size available for w_terrain, caps it at max_view_size (the maximal view range than any character can have at any time). It is stored in TERRAIN_WINDOW_*.

Definition at line 2904 of file game.cpp.

2905{
2907 if( !ui ) {
2908 main_ui_adaptor = ui = make_shared_fast<ui_adaptor>();
2909 ui->on_redraw( []( const ui_adaptor & ) {
2910 g->draw();
2911 } );
2912 ui->on_screen_resize( [this]( ui_adaptor & ui ) {
2913 // remove some space for the sidebar, this is the maximal space
2914 // (using standard font) that the terrain window can have
2915 const int sidebar_left = panel_manager::get_manager().get_width_left();
2916 const int sidebar_right = panel_manager::get_manager().get_width_right();
2917
2919 TERRAIN_WINDOW_WIDTH = TERMX - ( sidebar_left + sidebar_right );
2922
2923 /**
2924 * In tiles mode w_terrain can have a different font (with a different
2925 * tile dimension) or can be drawn by cata_tiles which uses tiles that again
2926 * might have a different dimension then the normal font used everywhere else.
2927 *
2928 * TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can
2929 * be displayed in w_terrain (using it's specific tile dimension), not
2930 * including partially drawn squares at the right/bottom. You should
2931 * use it whenever you want to draw specific squares in that window or to
2932 * determine whether a specific square is draw on screen (or outside the screen
2933 * and needs scrolling).
2934 *
2935 * TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of
2936 * w_terrain in the standard font dimension (the font that everything else uses).
2937 * You usually don't have to use it, expect for positioning of windows,
2938 * because the window positions use the standard font dimension.
2939 *
2940 * The code here calculates size available for w_terrain, caps it at
2941 * max_view_size (the maximal view range than any character can have at
2942 * any time).
2943 * It is stored in TERRAIN_WINDOW_*.
2944 */
2946
2947 // Position of the player in the terrain window, it is always in the center
2950
2952 point( sidebar_left, 0 ) );
2953
2954 // minimap is always MINIMAP_WIDTH x MINIMAP_HEIGHT in size
2956
2957 // need to init in order to avoid crash. gets updated by the panel code.
2959
2960 ui.position_from_window( catacurses::stdscr );
2961 } );
2962 ui->mark_resize();
2963 }
2964 return ui;
2965}
catacurses::window w_pixel_minimap
Definition: game.h:990
catacurses::window w_minimap_ptr
Definition: game.h:1027
weak_ptr_fast< ui_adaptor > main_ui_adaptor
Definition: game.h:1073
catacurses::window w_minimap
Definition: game.h:989
catacurses::window w_terrain_ptr
Definition: game.h:1026
static panel_manager & get_manager()
Definition: panels.h:72
int get_width_right()
Definition: panels.cpp:2183
int get_width_left()
Definition: panels.cpp:2191
Adaptor between UI code and the UI management system.
Definition: ui_manager.h:65
static constexpr int MINIMAP_WIDTH
static constexpr int MINIMAP_HEIGHT
void to_map_font_dimension(int &, int &)
Definition: game_ui.cpp:20
std::shared_ptr< T > shared_ptr_fast
Definition: memory_fast.h:16
window stdscr
Definition: overmap_ui.h:17
int TERRAIN_WINDOW_TERM_WIDTH
Definition: output.cpp:53
int TERRAIN_WINDOW_TERM_HEIGHT
Definition: output.cpp:54
int POSX
Definition: output.cpp:49
int TERRAIN_WINDOW_WIDTH
Definition: output.cpp:51
int POSY
Definition: output.cpp:50
int TERRAIN_WINDOW_HEIGHT
Definition: output.cpp:52

References g, panel_manager::get_manager(), panel_manager::get_width_left(), panel_manager::get_width_right(), main_ui_adaptor, MINIMAP_HEIGHT, MINIMAP_WIDTH, catacurses::newwin(), point_zero, POSX, POSY, catacurses::stdscr, TERMX, TERMY, TERRAIN_WINDOW_HEIGHT, TERRAIN_WINDOW_TERM_HEIGHT, TERRAIN_WINDOW_TERM_WIDTH, TERRAIN_WINDOW_WIDTH, to_map_font_dimension(), w_minimap, w_minimap_ptr, w_pixel_minimap, w_terrain, and w_terrain_ptr.

◆ create_starting_npcs()

void game::create_starting_npcs ( )
private

Definition at line 881 of file game.cpp.

882{
883 if( !get_option<bool>( "STATIC_NPC" ) ||
884 get_option<std::string>( "STARTING_NPC" ) == "never" ) {
885 return; //Do not generate a starting npc.
886 }
887
888 //We don't want more than one starting npc per starting location
889 const int radius = 1;
890 if( !overmap_buffer.get_npcs_near_player( radius ).empty() ) {
891 return; //There is already an NPC in this starting location
892 }
893
894 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
895 tmp->randomize( one_in( 2 ) ? NC_DOCTOR : NC_NONE );
896 tmp->spawn_at_precise( { get_levx(), get_levy() }, u.pos() - point_south_east );
898 tmp->form_opinion( u );
899 tmp->set_attitude( NPCATT_NULL );
900 //This sets the NPC mission. This NPC remains in the starting location.
901 tmp->mission = NPC_MISSION_SHELTER;
902 tmp->chatbin.first_topic = "TALK_SHELTER";
903 tmp->toggle_trait( trait_id( "NPC_STARTING_NPC" ) );
904 tmp->set_fac( faction_id( "no_faction" ) );
905 //One random starting NPC mission
906 tmp->add_new_mission( mission::reserve_random( ORIGIN_OPENER_NPC, tmp->global_omt_location(),
907 tmp->getID() ) );
908}
int get_levy() const
Definition: game.cpp:11862
int get_levx() const
The top left corner of the reality bubble (in submaps coordinates).
Definition: game.cpp:11857
static mission * reserve_random(mission_origin origin, const tripoint_abs_omt &p, const character_id &npc_id)
Definition: mission.cpp:200
std::vector< shared_ptr_fast< npc > > get_npcs_near_player(int radius)
Same as get_npcs_near(int,int,int,int) but uses player position as center.
void insert_npc(const shared_ptr_fast< npc > &who)
Adds the npc to an overmap ( based on the npcs current location ) and stores it there.
string_id< faction > faction_id
Definition: clzones.h:30
@ ORIGIN_OPENER_NPC
Definition: mission.h:45
@ NPCATT_NULL
Definition: npc.h:81
@ NPC_MISSION_SHELTER
Definition: npc.h:144
npc_class_id NC_NONE("NC_NONE")
npc_class_id NC_DOCTOR("NC_DOCTOR")
static constexpr point point_south_east
Definition: point.h:265
bool one_in(int chance)
Definition: rng.cpp:65

References get_levx(), get_levy(), overmapbuffer::get_npcs_near_player(), overmapbuffer::insert_npc(), NC_DOCTOR, NC_NONE, NPC_MISSION_SHELTER, NPCATT_NULL, one_in(), ORIGIN_OPENER_NPC, overmap_buffer, point_south_east, Character::pos(), mission::reserve_random(), trait_id, and u.

Referenced by start_game().

◆ critter_at() [1/2]

template<typename T >
T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
)

Returns the Creature at the given location.

Optionally casted to the given type of creature: npc, player, monster - if there is a creature, but it's not of the requested type, returns nullptr.

Parameters
allow_hallucinationWhether to return monsters that are actually hallucinations.

Definition at line 4522 of file game.cpp.

4523{
4524 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( p ) ) {
4525 if( !allow_hallucination && mon_ptr->is_hallucination() ) {
4526 return nullptr;
4527 }
4528 // if we wanted to check for an NPC / player / avatar,
4529 // there is sometimes a monster AND an NPC/player there at the same time.
4530 // because the NPC/player etc may be riding that monster.
4531 // so only return the monster if we were actually looking for a monster.
4532 // otherwise, keep looking for the rider.
4533 // critter_at<creature> or critter_at() with no template will still default to returning monster first,
4534 // which is ok for the occasions where that happens.
4535 if( !mon_ptr->has_effect( effect_ridden ) || ( std::is_same<T, monster>::value ||
4536 std::is_same<T, Creature>::value || std::is_same<T, const monster>::value ||
4537 std::is_same<T, const Creature>::value ) ) {
4538 return dynamic_cast<T *>( mon_ptr.get() );
4539 }
4540 }
4541 if( !std::is_same<T, npc>::value && !std::is_same<T, const npc>::value ) {
4542 if( p == u.pos() ) {
4543 return dynamic_cast<T *>( &u );
4544 }
4545 }
4546 for( auto &cur_npc : active_npc ) {
4547 if( cur_npc->pos() == p && !cur_npc->is_dead() ) {
4548 return dynamic_cast<T *>( cur_npc.get() );
4549 }
4550 }
4551 return nullptr;
4552}
static const efftype_id effect_ridden("ridden")

References active_npc, critter_tracker, effect_ridden, Character::pos(), and u.

Referenced by draw_look_around_cursor(), examine(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_player_input(), is_empty(), knockback(), phasing_move(), print_all_tile_info(), spawn_hallucination(), swap_critters(), and update_stair_monsters().

◆ critter_at() [2/2]

template<typename T >
const T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
) const

Definition at line 4555 of file game.cpp.

4556{
4557 return const_cast<game *>( this )->critter_at<T>( p, allow_hallucination );
4558}
Definition: game.h:144

◆ critter_by_id()

template<typename T >
template Creature * game::critter_by_id< Creature > ( const character_id id)
Returns
The living creature with the given id. Returns null if no living creature with such an id exists. Never returns a dead creature. Currently only the player character and npcs have ids.

Definition at line 4601 of file game.cpp.

4602{
4603 if( id == u.getID() ) {
4604 // player is always alive, therefore no is-dead check
4605 return dynamic_cast<T *>( &u );
4606 }
4607 return find_npc( id );
4608}
character_id getID() const
Definition: character.cpp:483
npc * find_npc(character_id id)
Find the npc with the given ID.
Definition: game.cpp:1869

References find_npc(), Character::getID(), and u.

◆ death_screen()

void game::death_screen ( )
private

Definition at line 2418 of file game.cpp.

2419{
2420 gamemode->game_over();
2425 follower_ids.clear();
2427}
diary * get_avatar_diary()
Definition: avatar.cpp:369
void death_entry()
Definition: diary.cpp:672
stats_tracker & stats()
Definition: game.cpp:2712
void disp_NPC_epilogues()
Definition: game.cpp:2791
void display_faction_epilogues()
Definition: game.cpp:2808
void display_messages()
Definition: messages.cpp:827
void show_scores_ui(const achievements_tracker &achievements, stats_tracker &stats, const kill_tracker &kills)
Definition: scores_ui.cpp:69

References achievements_tracker_ptr, diary::death_entry(), disp_NPC_epilogues(), display_faction_epilogues(), Messages::display_messages(), follower_ids, gamemode, avatar::get_avatar_diary(), get_kill_tracker(), show_scores_ui(), stats(), and u.

Referenced by cleanup_at_end().

◆ despawn_monster()

void game::despawn_monster ( monster critter)

Despawn a specific monster, it's stored on the overmap.

Also removes it from the creature tracker. Keep in mind that any monster index may point to a different monster after calling this (or to no monster at all).

Definition at line 10996 of file game.cpp.

10997{
10998 if( !critter.is_hallucination() ) {
10999 // hallucinations aren't stored, they come and go as they like,
11001 }
11002
11003 critter.on_unload();
11004 remove_zombie( critter );
11005 // simulate it being dead so further processing of it (e.g. in monmove) will yield
11006 critter.set_hp( 0 );
11007}
void remove_zombie(const monster &critter)
Definition: game.cpp:4712
bool is_hallucination() const override
Definition: monster.cpp:2675
void on_unload()
Do some cleanup and caching as monster is being unloaded from map.
Definition: monster.cpp:3002
void set_hp(int hp)
Directly set the current hp of the monster (not capped at the maximal hp).
Definition: monster.cpp:1664
void despawn_monster(const monster &critter)
Despawn the monster back onto the overmap.

References overmapbuffer::despawn_monster(), monster::is_hallucination(), monster::on_unload(), overmap_buffer, remove_zombie(), and monster::set_hp().

Referenced by cleanup_at_end(), monmove(), place_player_overmap(), and shift_monsters().

◆ disable_robot()

bool game::disable_robot ( const tripoint p)

If there is a robot (that can be disabled), query the player and try to disable it.

Returns
true if the robot has been disabled or a similar action has been done. false if the player did not choose any action and the function has effectively done nothing.

Definition at line 8619 of file game.cpp.

8620{
8621 monster *const mon_ptr = critter_at<monster>( p );
8622 if( !mon_ptr ) {
8623 return false;
8624 }
8625 monster &critter = *mon_ptr;
8626 if( critter.friendly == 0 || critter.has_effect( effect_pet ) ||
8627 critter.has_flag( MF_RIDEABLE_MECH ) ||
8628 ( critter.has_flag( MF_PAY_BOT ) && critter.has_effect( effect_paid ) ) ) {
8629 // Can only disable / reprogram friendly monsters
8630 return false;
8631 }
8632 const auto mid = critter.type->id;
8633 const auto mon_item_id = critter.type->revert_to_itype;
8634 if( !mon_item_id.is_empty() &&
8635 query_yn( _( "Deactivate the %s?" ), critter.name() ) ) {
8636
8637 u.moves -= 100;
8638 m.add_item_or_charges( p, critter.to_item() );
8639 if( !critter.has_flag( MF_INTERIOR_AMMO ) ) {
8640 for( auto &ammodef : critter.ammo ) {
8641 if( ammodef.second > 0 ) {
8642 m.spawn_item( p.xy(), ammodef.first, 1, ammodef.second, calendar::turn );
8643 }
8644 }
8645 }
8646 remove_zombie( critter );
8647 return true;
8648 }
8649 // Manhacks are special, they have their own menu here.
8650 if( mid == mon_manhack ) {
8651 int choice = UILIST_CANCEL;
8652 if( critter.has_effect( effect_docile ) ) {
8653 choice = uilist( _( "Reprogram the manhack?" ), { _( "Engage targets." ) } );
8654 } else {
8655 choice = uilist( _( "Reprogram the manhack?" ), { _( "Follow me." ) } );
8656 }
8657 switch( choice ) {
8658 case 0:
8659 if( critter.has_effect( effect_docile ) ) {
8660 critter.remove_effect( effect_docile );
8661 if( one_in( 3 ) ) {
8662 add_msg( _( "The %s hovers momentarily as it surveys the area." ),
8663 critter.name() );
8664 }
8665 } else {
8666 critter.add_effect( effect_docile, 1_turns, num_bp );
8667 if( one_in( 3 ) ) {
8668 add_msg( _( "The %s lets out a whirring noise and starts to follow you." ),
8669 critter.name() );
8670 }
8671 }
8672 u.moves -= 100;
8673 return true;
8674 default:
8675 break;
8676 }
8677 }
8678 return false;
8679}
@ num_bp
Definition: bodypart.h:52
bool remove_effect(const efftype_id &eff_id, body_part bp=num_bp)
Removes a listed effect.
Definition: creature.cpp:1143
void spawn_item(const tripoint &p, const itype_id &type_id, unsigned quantity=1, int charges=0, const time_point &birthday=calendar::start_of_cataclysm, int damlevel=0)
Definition: map.cpp:4286
bool has_flag(m_flag f) const override
Definition: monster.cpp:898
item to_item() const
Convert this monster into an item (see mtype::revert_to_itype).
Definition: monster.cpp:2815
void add_effect(const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false) override
Performs any monster-specific modifications to the arguments before passing to Creature::add_effect()...
Definition: monster.cpp:1840
int friendly
Definition: monster.h:470
std::string name(unsigned int quantity=1) const
Definition: monster.cpp:493
std::map< itype_id, int > ammo
Definition: monster.h:511
static const efftype_id effect_pet("pet")
static const efftype_id effect_docile("docile")
static const efftype_id effect_paid("paid")
static const mtype_id mon_manhack("mon_manhack")
@ MF_INTERIOR_AMMO
Definition: mtype.h:146
@ MF_RIDEABLE_MECH
Definition: mtype.h:115
@ MF_PAY_BOT
Definition: mtype.h:121
itype_id revert_to_itype
If this is not empty, the monster can be converted into an item of this type (if it's friendly).
Definition: mtype.h:364
constexpr point xy() const
Definition: point.h:206
const int UILIST_CANCEL
Definition: ui.h:28

References _, monster::add_effect(), map::add_item_or_charges(), add_msg(), monster::ammo, effect_docile, effect_paid, effect_pet, monster::friendly, Creature::has_effect(), monster::has_flag(), mtype::id, m, MF_INTERIOR_AMMO, MF_PAY_BOT, MF_RIDEABLE_MECH, mon_manhack, Creature::moves, monster::name(), num_bp, one_in(), query_yn(), Creature::remove_effect(), remove_zombie(), mtype::revert_to_itype, map::spawn_item(), monster::to_item(), calendar::turn, monster::type, u, UILIST_CANCEL, and tripoint::xy().

Referenced by examine().

◆ disp_NPC_epilogues()

void game::disp_NPC_epilogues ( )
private

Definition at line 2791 of file game.cpp.

2792{
2793 // TODO: This search needs to be expanded to all NPCs
2794 for( auto elem : follower_ids ) {
2796 if( !guy ) {
2797 continue;
2798 }
2799 const auto new_win = []() {
2801 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
2802 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
2803 };
2804 scrollable_text( new_win, guy->disp_name(), guy->get_epilogue() );
2805 }
2806}
shared_ptr_fast< npc > find_npc(character_id id)
Find the npc with the given ID.
void scrollable_text(const std::function< catacurses::window()> &init_window, const std::string &title, const std::string &text)
Definition: output.cpp:352

References overmapbuffer::find_npc(), follower_ids, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), overmap_buffer, scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ disp_NPCs()

void game::disp_NPCs ( )

Definition at line 2842 of file game.cpp.

2843{
2844 const tripoint_abs_omt ppos = u.global_omt_location();
2845 const tripoint &lpos = u.pos();
2846 std::vector<shared_ptr_fast<npc>> npcs = overmap_buffer.get_npcs_near_player( 100 );
2847 std::sort( npcs.begin(), npcs.end(), npc_dist_to_player() );
2848
2850 ui_adaptor ui;
2851 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
2854 TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0 ) );
2855 ui.position_from_window( w );
2856 } );
2857 ui.mark_resize();
2858 ui.on_redraw( [&]( const ui_adaptor & ) {
2859 werase( w );
2860 mvwprintz( w, point_zero, c_white, _( "Your overmap position: %s" ), ppos.to_string() );
2861 // NOLINTNEXTLINE(cata-use-named-point-constants)
2862 mvwprintz( w, point( 0, 1 ), c_white, _( "Your local position: %s" ), lpos.to_string() );
2863 size_t i;
2864 for( i = 0; i < 20 && i < npcs.size(); i++ ) {
2865 const tripoint_abs_omt apos = npcs[i]->global_omt_location();
2866 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %s", npcs[i]->name,
2867 apos.to_string() );
2868 }
2869 for( const monster &m : all_monsters() ) {
2870 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %d, %d, %d", m.name(),
2871 m.posx(), m.posy(), m.posz() );
2872 ++i;
2873 }
2874 wnoutrefresh( w );
2875 } );
2876
2877 input_context ctxt( "DISP_NPCS" );
2878 ctxt.register_action( "CONFIRM" );
2879 ctxt.register_action( "QUIT" );
2880 ctxt.register_action( "HELP_KEYBINDINGS" );
2881 bool stop = false;
2882 while( !stop ) {
2884 const std::string action = ctxt.handle_input();
2885 if( action == "CONFIRM" || action == "QUIT" ) {
2886 stop = true;
2887 }
2888 }
2889}
tripoint_abs_omt global_omt_location() const
Returns the location of the player in global overmap terrain coordinates.
Definition: character.cpp:6233
std::string to_string() const
Definition: coordinates.h:140
Represents a context in which a set of actions can be performed.
Definition: input.h:382
std::string name(const tripoint &p)
Definition: map.cpp:1384
void wnoutrefresh(const window &win)
Definition: ncurses_def.cpp:43
void werase(const window &win)
Definition: ncurses_def.cpp:53
std::string to_string() const
Definition: point.cpp:34

References _, action, all_monsters(), c_white, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), input_context::handle_input(), m, mvwprintz(), map::name(), om_direction::name(), catacurses::newwin(), overmap_buffer, point_zero, Character::pos(), ui_manager::redraw(), input_context::register_action(), TERMX, TERMY, coords::coord_point< Point, Origin, Scale >::to_string(), tripoint::to_string(), u, catacurses::werase(), and catacurses::wnoutrefresh().

◆ display_faction_epilogues()

void game::display_faction_epilogues ( )
private

Definition at line 2808 of file game.cpp.

2809{
2810 for( const auto &elem : faction_manager_ptr->all() ) {
2811 if( elem.second.known_by_u ) {
2812 const std::vector<std::string> epilogue = elem.second.epilogue();
2813 if( !epilogue.empty() ) {
2814 const auto new_win = []() {
2816 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
2817 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
2818 };
2819 scrollable_text( new_win, elem.second.name,
2820 std::accumulate( epilogue.begin() + 1, epilogue.end(), epilogue.front(),
2821 []( const std::string & lhs, const std::string & rhs ) -> std::string {
2822 return lhs + "\n" + rhs;
2823 } ) );
2824 }
2825 }
2826 }
2827}
pimpl< faction_manager > faction_manager_ptr
Definition: game.h:973

References faction_manager_ptr, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ display_lighting()

void game::display_lighting ( )
private

Definition at line 11207 of file game.cpp.

11208{
11209 if( use_tiles ) {
11211 if( !g->display_overlay_state( ACTION_DISPLAY_LIGHTING ) ) {
11212 return;
11213 }
11214 uilist lighting_menu;
11215 std::vector<std::string> lighting_menu_strings{
11216 "Global lighting conditions"
11217 };
11218
11219 int count = 0;
11220 for( const auto &menu_str : lighting_menu_strings ) {
11221 lighting_menu.addentry( count++, true, MENU_AUTOASSIGN, "%s", menu_str );
11222 }
11223
11224 lighting_menu.w_y_setup = 0;
11225 lighting_menu.query();
11226 if( ( lighting_menu.ret >= 0 ) &&
11227 ( static_cast<size_t>( lighting_menu.ret ) < lighting_menu_strings.size() ) ) {
11228 g->displaying_lighting_condition = lighting_menu.ret;
11229 }
11230 }
11231}
@ ACTION_DISPLAY_LIGHTING
Toggle lighting conditions map.
Definition: action.h:317
bool use_tiles
Use tiles for display.
void display_toggle_overlay(action_id)
Definition: game.cpp:11103
pos_scalar w_y_setup
Definition: ui.h:338
constexpr size_t count()
Definition: fmtlib_core.h:1073
const int MENU_AUTOASSIGN
Definition: ui.h:31

References ACTION_DISPLAY_LIGHTING, uilist::addentry(), detail::count(), display_toggle_overlay(), g, MENU_AUTOASSIGN, uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action(), and look_around().

◆ display_overlay_state()

bool game::display_overlay_state ( action_id  action)

Definition at line 11098 of file game.cpp.

11099{
11101}
std::optional< action_id > displaying_overlays
Definition: game.h:918

References action, and displaying_overlays.

Referenced by display_toggle_overlay(), and display_visibility().

◆ display_radiation()

void game::display_radiation ( )
private

Definition at line 11233 of file game.cpp.

11234{
11235 if( use_tiles ) {
11237 }
11238}
@ ACTION_DISPLAY_RADIATION
Toggle radiation map.
Definition: action.h:319

References ACTION_DISPLAY_RADIATION, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_scent()

void game::display_scent ( )
private

Definition at line 11112 of file game.cpp.

11113{
11114 if( use_tiles ) {
11116 } else {
11117 int div;
11118 bool got_value = query_int( div, _( "Set the Scent Map sensitivity to (0 to cancel)?" ) );
11119 if( !got_value || div < 1 ) {
11120 add_msg( _( "Never mind." ) );
11121 return;
11122 }
11123 shared_ptr_fast<game::draw_callback_t> scent_cb = make_shared_fast<game::draw_callback_t>( [&]() {
11124 scent.draw( w_terrain, div * 2, u.pos() + u.view_offset );
11125 } );
11126 g->add_draw_callback( scent_cb );
11127
11130 }
11131}
@ ACTION_DISPLAY_SCENT
Toggle scent map.
Definition: action.h:279
void wait_for_any_key()
Wait until the user presses a key.
Definition: input.cpp:1303
tripoint view_offset
Definition: player.h:233
void draw(const catacurses::window &win, int div, const tripoint &center) const
Definition: scent_map.cpp:70
input_manager inp_mngr
Definition: input.cpp:109
bool query_int(int &result, int default_val, const std::string &text)
Definition: output.cpp:718

References _, ACTION_DISPLAY_SCENT, add_msg(), display_toggle_overlay(), scent_map::draw(), g, inp_mngr, Character::pos(), query_int(), ui_manager::redraw(), scent, u, use_tiles, player::view_offset, w_terrain, and input_manager::wait_for_any_key().

Referenced by handle_action(), and look_around().

◆ display_temperature()

void game::display_temperature ( )
private

Definition at line 11133 of file game.cpp.

11134{
11135 if( use_tiles ) {
11137 }
11138}
@ ACTION_DISPLAY_TEMPERATURE
Toggle temperature map.
Definition: action.h:311

References ACTION_DISPLAY_TEMPERATURE, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_toggle_overlay()

void game::display_toggle_overlay ( action_id  action)

Definition at line 11103 of file game.cpp.

11104{
11105 if( display_overlay_state( action ) ) {
11106 displaying_overlays.reset();
11107 } else {
11109 }
11110}
bool display_overlay_state(action_id)
Definition: game.cpp:11098

References action, display_overlay_state(), and displaying_overlays.

Referenced by display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), and display_visibility().

◆ display_transparency()

void game::display_transparency ( )
private

Definition at line 11240 of file game.cpp.

11241{
11242 if( use_tiles ) {
11244 }
11245}
@ ACTION_DISPLAY_TRANSPARENCY
Toggle transparency map.
Definition: action.h:321

References ACTION_DISPLAY_TRANSPARENCY, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_vehicle_ai()

void game::display_vehicle_ai ( )
private

Definition at line 11140 of file game.cpp.

11141{
11142 if( use_tiles ) {
11144 }
11145}
@ ACTION_DISPLAY_VEHICLE_AI
Toggle vehicle autopilot data.
Definition: action.h:313

References ACTION_DISPLAY_VEHICLE_AI, display_toggle_overlay(), and use_tiles.

Referenced by handle_action().

◆ display_visibility()

void game::display_visibility ( )
private

Definition at line 11147 of file game.cpp.

11148{
11149 if( use_tiles ) {
11152 std::vector< tripoint > locations;
11153 uilist creature_menu;
11154 int num_creatures = 0;
11155 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, "%s", _( "You" ) );
11156 locations.emplace_back( g->u.pos() ); // add player first.
11157 for( const Creature &critter : g->all_creatures() ) {
11158 if( critter.is_player() ) {
11159 continue;
11160 }
11161 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, critter.disp_name() );
11162 locations.emplace_back( critter.pos() );
11163 }
11164
11165 pointmenu_cb callback( locations );
11166 creature_menu.callback = &callback;
11167 creature_menu.w_y_setup = 0;
11168 creature_menu.query();
11169 if( creature_menu.ret >= 0 && static_cast<size_t>( creature_menu.ret ) < locations.size() ) {
11170 Creature *creature = critter_at<Creature>( locations[creature_menu.ret] );
11172 }
11173 } else {
11175 }
11176 }
11177}
@ ACTION_DISPLAY_VISIBILITY
Toggle visibility map.
Definition: action.h:315
size_t num_creatures() const
Returns the approximate number of creatures in the reality bubble.
Definition: game.cpp:4702
Creature * displaying_visibility_creature
Creature for which to display the visibility map.
Definition: game.h:1009
Callback for uilist that pairs menu entries with points When an entry is selected,...
Definition: ui.h:423
uilist_callback * callback
Definition: ui.h:335
generic_factory< overmap_location > locations("overmap location")

References _, ACTION_DISPLAY_VISIBILITY, uilist::addentry(), uilist::callback, creature, display_overlay_state(), display_toggle_overlay(), displaying_visibility_creature, g, anonymous_namespace{overmap_location.cpp}::locations, MENU_AUTOASSIGN, num_creatures(), uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action().

◆ do_turn()

bool game::do_turn ( )

MAIN GAME LOOP.

Returns true if game is over (death, saved, quit, etc.).

Definition at line 1343 of file game.cpp.

1344{
1345 if( is_game_over() ) {
1346 return cleanup_at_end();
1347 }
1348 // Actual stuff
1349 if( new_game ) {
1350 new_game = false;
1351 } else {
1352 gamemode->per_turn();
1353 calendar::turn += 1_turns;
1354 }
1355
1356 // starting a new turn, clear out temperature cache
1358 weather.clear_temp_cache();
1359
1360 if( npcs_dirty ) {
1361 load_npcs();
1362 }
1363
1366 // If controlling a vehicle that is owned by someone else
1368 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1369 if( veh && !veh->handle_potential_theft( u, true ) ) {
1370 veh->handle_potential_theft( u, false, false );
1371 }
1372 }
1373 // If riding a horse - chance to spook
1374 if( u.is_mounted() ) {
1376 }
1377 if( calendar::once_every( 1_days ) ) {
1379 }
1380
1381 // Move hordes every 2.5 min
1384 // Hordes that reached the reality bubble need to spawn,
1385 // make them spawn in invisible areas only.
1386 m.spawn_monsters( false );
1387 }
1388
1390
1391 u.update_body();
1392
1393 // Auto-save if autosave is enabled
1394 if( get_option<bool>( "AUTOSAVE" ) &&
1395 calendar::once_every( 1_turns * get_option<int>( "AUTOSAVE_TURNS" ) ) &&
1396 !u.is_dead_state() ) {
1397 autosave();
1398 }
1399
1400 weather.update_weather();
1402
1406 // Process NPC sound events before they move or they hear themselves talking
1407 for( npc &guy : all_npcs() ) {
1408 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1410 }
1411 }
1412
1413 // Process sound events into sound markers for display to the player.
1415
1416 if( u.is_deaf() ) {
1418 }
1419
1420 if( !u.has_effect( effect_sleep ) || uquit == QUIT_WATCH ) {
1421 if( u.moves > 0 || uquit == QUIT_WATCH ) {
1422 while( u.moves > 0 || uquit == QUIT_WATCH ) {
1423 cleanup_dead();
1425 // Process any new sounds the player caused during their turn.
1426 for( npc &guy : all_npcs() ) {
1427 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1429 }
1430 }
1433 wait_popup.reset();
1435 }
1436
1437 if( queue_screenshot ) {
1441 queue_screenshot = false;
1442 }
1443
1444 if( handle_action() ) {
1446 u.action_taken();
1447 }
1448
1449 if( is_game_over() ) {
1450 return cleanup_at_end();
1451 }
1452
1453 if( uquit == QUIT_WATCH ) {
1454 break;
1455 }
1456 if( u.activity ) {
1458 }
1459 }
1460 // Reset displayed sound markers now that the turn is over.
1461 // We only want this to happen if the player had a chance to examine the sounds.
1463 }
1464 }
1465
1466 if( driving_view_offset.x != 0 || driving_view_offset.y != 0 ) {
1467 // Still have a view offset, but might not be driving anymore,
1468 // or the option has been deactivated,
1469 // might also happen when someone dives from a moving car.
1470 // or when using the handbrake.
1471 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1472 calc_driving_offset( veh );
1473 }
1474
1475 // No-scent debug mutation has to be processed here or else it takes time to start working
1476 if( !u.has_active_bionic( bionic_id( "bio_scent_mask" ) ) &&
1477 !u.has_trait( trait_id( "DEBUG_NOSCENT" ) ) ) {
1480 }
1481 scent.update( u.pos(), m );
1482
1483 // We need floor cache before checking falling 'n stuff
1485
1488 m.vehmove();
1489 m.process_fields();
1490 m.process_items();
1493
1494 // Apply sounds from previous turn to monster and NPC AI.
1496 // Update vision caches for monsters. If this turns out to be expensive,
1497 // consider a stripped down cache just for monsters.
1498 m.build_map_cache( get_levz(), true );
1499 monmove();
1500 if( calendar::once_every( 5_minutes ) ) {
1502 }
1503 if( calendar::once_every( 10_seconds ) ) {
1504 for( const tripoint &elem : m.get_furn_field_locations() ) {
1505 const auto &furn = m.furn( elem ).obj();
1506 for( const emit_id &e : furn.emissions ) {
1507 m.emit_field( elem, e );
1508 }
1509 }
1510 }
1513 u.process_turn();
1514
1516 cleanup_dead();
1517
1518 if( u.moves < 0 && get_option<bool>( "FORCE_REDRAW" ) ) {
1521 }
1522
1523 if( get_levz() >= 0 && !u.is_underwater() ) {
1524 handle_weather_effects( weather.weather_id );
1525 }
1526
1527 const bool player_is_sleeping = u.has_effect( effect_sleep );
1528 bool wait_redraw = false;
1529 std::string wait_message;
1530 time_duration wait_refresh_rate;
1531 if( player_is_sleeping ) {
1532 wait_redraw = true;
1533 wait_message = _( "Wait till you wake up…" );
1534 wait_refresh_rate = 30_minutes;
1535 if( calendar::once_every( 1_hours ) ) {
1537 }
1538 } else if( u.has_destination() ) {
1539 wait_redraw = true;
1540 wait_message = _( "Travelling…" );
1541 wait_refresh_rate = 15_turns;
1542 } else if( const std::optional<std::string> progress = u.activity.get_progress_message( u ) ) {
1543 wait_redraw = true;
1544 wait_message = *progress;
1545 if( u.activity.id() == ACT_AUTODRIVE ) {
1546 wait_refresh_rate = 1_turns;
1547 } else {
1548 wait_refresh_rate = 5_minutes;
1549 }
1550 }
1551 if( wait_redraw ) {
1553 calendar::once_every( std::min( 1_minutes, wait_refresh_rate ) ) ) {
1554 if( first_redraw_since_waiting_started || calendar::once_every( wait_refresh_rate ) ) {
1556 }
1557
1558 // Avoid redrawing the main UI every time due to invalidation
1560 wait_popup = std::make_unique<static_popup>();
1561 wait_popup->on_top( true ).wait_message( "%s", wait_message );
1565 }
1566 } else {
1567 // Nothing to wait for now
1568 wait_popup.reset();
1570 }
1571
1574 u.apply_wetness_morale( weather.temperature );
1575
1576 if( calendar::once_every( 1_minutes ) ) {
1577 u.update_morale();
1578 }
1579
1580 if( calendar::once_every( 9_turns ) ) {
1582 }
1583
1584 if( !u.is_deaf() ) {
1586 }
1591
1592 // reset player noise
1593 u.volume = 0;
1594
1595 return false;
1596}
void update_morale()
Ticks down morale counters and removes them.
Definition: character.cpp:8958
void action_taken()
Called after every action, invalidates player caches.
Definition: character.cpp:801
bool check_mount_is_spooked()
Definition: character.cpp:1026
void process_turn() override
Handles end-of-turn processing.
void update_bodytemp(const map &m, const weather_manager &weather)
Maintains body temperature.
Definition: character.cpp:5182
bool is_mounted() const
Definition: character.cpp:1067
bool has_destination() const
scenttype_id get_type_of_scent() const
Definition: character.cpp:8717
bool is_dead_state() const override
Returns true if the character should be dead.
Definition: character.cpp:488
bool check_and_recover_morale()
Checks permanent morale for consistency and recovers it when an inconsistency is found.
Definition: character.cpp:9085
bool is_deaf() const
Definition: character.cpp:4477
void update_body()
Updates all "biology" by one turn.
Definition: character.cpp:4656
bool has_active_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id and it is powered on.
Definition: character.cpp:1808
void apply_wetness_morale(int temperature)
Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature.
Definition: suffer.cpp:1809
virtual bool is_underwater() const
Definition: creature.cpp:171
int get_levz() const
Definition: game.cpp:11867
void overmap_npc_move()
Definition: game.cpp:4182
class game::debug_hour_timer debug_hour_timer
npc_range all_npcs()
Same as all_creatures but iterators only over npcs.
Definition: game.cpp:11977
void monmove()
Definition: game.cpp:4056
void autopilot_vehicles()
process vehicles that are following the player
Definition: game.cpp:1661
void add_artifact_dreams()
Definition: game.cpp:11809
int moves_since_last_save
Definition: game.h:1039
bool take_screenshot() const
Saves a screenshot of the current viewport, as a PNG file.
Definition: game.cpp:7138
void calc_driving_offset(vehicle *veh=nullptr)
Definition: game.cpp:1241
bool cleanup_at_end()
Definition: game.cpp:937
std::unique_ptr< static_popup > wait_popup
Definition: game.h:1075
bool queue_screenshot
Definition: game.h:1018
friend weather_manager & get_weather()
Definition: weather.cpp:64
void autosave()
Definition: game.cpp:11298
void process_activity()
Definition: game.cpp:1650
void update_stair_monsters()
Definition: game.cpp:10787
void process_voluntary_act_interrupt()
Definition: game.cpp:1610
void load_npcs()
Makes any nearby NPCs on the overmap active.
Definition: game.cpp:806
bool npcs_dirty
Has a NPC been spawned since last load?
Definition: game.h:1046
void cleanup_dead()
Definition: game.cpp:4021
bool is_game_over()
Definition: game.cpp:2365
void perhaps_add_random_npc()
Definition: game.cpp:11034
void mon_info_update()
Definition: game.cpp:3820
bool handle_action()
const T & obj() const
Definition: ammo_effect.cpp:26
void build_floor_caches()
Definition: map.cpp:8156
void process_falling()
Invoked drop_everything on cached dirty tiles.
Definition: map.cpp:2350
void emit_field(const tripoint &pos, const emit_id &src, float mul=1.0f)
Runs one cycle of emission src which may result in propagation of fields.
Definition: map_field.cpp:1927
const std::vector< tripoint > & get_furn_field_locations() const
Definition: map.cpp:7853
void spawn_monsters(bool ignore_sight)
Spawn monsters from submap spawn points and from the overmap.
Definition: map.cpp:7812
void vehmove()
Definition: map.cpp:473
void creature_in_field(Creature &critter)
Apply field effects to the creature when it's on a square with fields.
Definition: map_field.cpp:1562
void process_fields()
Definition: map_field.cpp:141
furn_id furn(const tripoint &p) const
Definition: map.cpp:1407
void build_map_cache(int zlev, bool skip_lightmap=false)
Definition: map.cpp:8322
void process_items()
Definition: map.cpp:4672
static void process_all()
Handles mission deadline processing.
Definition: mission.cpp:98
void set_scent(const tripoint_abs_omt &loc, int strength)
Method to set a scent trace.
void process_mongroups()
Process nearby monstergroups (dying mostly).
void move_hordes()
Let hordes move a step.
const activity_id & id() const
std::optional< std::string > get_progress_message(const avatar &u) const
Helper that returns an activity specific progress message.
int volume
Definition: player.h:236
int scent
Definition: player.h:245
void set(const tripoint &p, int value, const scenttype_id &type=scenttype_id())
Get the scent value at the given position.
Definition: scent_map.cpp:102
void update(const tripoint &center, map &m)
Definition: scent_map.cpp:150
static constexpr time_duration from_minutes(const T m)
Definition: calendar.h:212
void process()
Process all queued events, potentially altering the game state and modifying the event queue.
static const activity_id ACT_AUTODRIVE("ACT_AUTODRIVE")
static const efftype_id effect_sleep("sleep")
@ QUIT_WATCH
Definition: game.h:73
static constexpr int MAX_VIEW_DISTANCE
void handle_weather_effects(const weather_type_id &w)
Definition: weather.cpp:522
bool once_every(const time_duration &event_frequency)
Predicate to handle rate-limiting.
Definition: calendar.cpp:490
void update_body_wetness(Character &who, const w_point &weather)
Maintains body wetness and handles the rate at which the player dries.
explosion_queue & get_explosion_queue()
Definition: explosion.cpp:1919
void do_vehicle_engine_sfx()
Definition: sounds.cpp:1612
void do_hearing_loss(int turns=-1)
Definition: sounds.cpp:1607
void do_danger_music()
Definition: sounds.cpp:1611
void do_vehicle_exterior_engine_sfx()
Definition: sounds.cpp:1613
void do_fatigue()
Definition: sounds.cpp:1632
void remove_hearing_loss()
Definition: sounds.cpp:1608
void process_sound_markers(player *p)
Definition: sounds.cpp:386
void process_sounds()
Definition: sounds.cpp:304
void reset_markers()
Definition: sounds.cpp:572
vehicle * veh_pointer_or_null(const optional_vpart_position &p)

References _, ACT_AUTODRIVE, Character::action_taken(), Character::activity, add_artifact_dreams(), all_npcs(), Character::apply_wetness_morale(), autopilot_vehicles(), autosave(), map::build_floor_caches(), map::build_map_cache(), calc_driving_offset(), Character::check_and_recover_morale(), Character::check_mount_is_spooked(), cleanup_at_end(), cleanup_dead(), Character::controlling_vehicle, map::creature_in_field(), sfx::do_danger_music(), sfx::do_fatigue(), sfx::do_hearing_loss(), sfx::do_vehicle_engine_sfx(), sfx::do_vehicle_exterior_engine_sfx(), driving_view_offset, effect_sleep, map::emit_field(), explosion_handler::explosion_queue::execute(), first_redraw_since_waiting_started, time_duration::from_minutes(), map::furn(), gamemode, explosion_handler::get_explosion_queue(), map::get_furn_field_locations(), get_levz(), player_activity::get_progress_message(), Character::get_type_of_scent(), get_weather, Character::global_omt_location(), grid_tracker_ptr, handle_action(), vehicle::handle_potential_theft(), handle_weather_effects(), Character::has_active_bionic(), Character::has_destination(), Character::has_distant_destination(), Creature::has_effect(), Character::has_trait(), player_activity::id(), Character::in_vehicle, invalidate_main_ui_adaptor(), Character::is_dead_state(), Character::is_deaf(), is_game_over(), Character::is_mounted(), Creature::is_underwater(), load_npcs(), m, MAX_VIEW_DISTANCE, mon_info_update(), monmove(), overmapbuffer::move_hordes(), Creature::moves, moves_since_last_save, new_game, npcs_dirty, int_id< T >::obj(), calendar::once_every(), overmap_buffer, overmap_npc_move(), perhaps_add_random_npc(), Character::pos(), game::debug_hour_timer::print_time(), timed_event_manager::process(), process_activity(), mission::process_all(), map::process_falling(), map::process_fields(), map::process_items(), overmapbuffer::process_mongroups(), sounds::process_sound_markers(), sounds::process_sounds(), Character::process_turn(), process_voluntary_act_interrupt(), queue_screenshot, QUIT_WATCH, ui_manager::redraw(), refresh_display(), sfx::remove_hearing_loss(), reset_light_level(), sounds::reset_markers(), rl_dist(), scent, player::scent, scent_map::set(), overmapbuffer::set_scent(), map::spawn_monsters(), take_screenshot(), timed_events, calendar::turn, u, scent_map::update(), Character::update_body(), character_funcs::update_body_wetness(), Character::update_bodytemp(), Character::update_morale(), update_stair_monsters(), uquit, map::veh_at(), veh_pointer_or_null(), map::vehmove(), player::volume, wait_popup, point::x, and point::y.

◆ draw()

void game::draw ( )

Definition at line 3079 of file game.cpp.

3080{
3081 if( test_mode ) {
3082 return;
3083 }
3084
3085 //temporary fix for updating visibility for minimap
3086 ter_view_p.z = ( u.pos() + u.view_offset ).z;
3089
3090 werase( w_terrain );
3091 draw_ter();
3092 for( auto it = draw_callbacks.begin(); it != draw_callbacks.end(); ) {
3093 shared_ptr_fast<draw_callback_t> cb = it->lock();
3094 if( cb ) {
3095 ( *cb )();
3096 ++it;
3097 } else {
3098 it = draw_callbacks.erase( it );
3099 }
3100 }
3102
3103 draw_panels( true );
3104}
bool test_mode
Set to true when running in test mode (e.g.
tripoint ter_view_p
Definition: game.h:985
void draw_panels(bool force_draw=false)
Definition: game.cpp:3106
void draw_ter(bool draw_sounds=true)
Definition: game.cpp:3220
void update_visibility_cache(int zlev)
Definition: map.cpp:5701
int z
Definition: point.h:138

References map::build_map_cache(), draw_callbacks, draw_panels(), draw_ter(), m, Character::pos(), ter_view_p, test_mode, u, map::update_visibility_cache(), player::view_offset, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), and tripoint::z.

◆ draw_below_override()

void game::draw_below_override ( const tripoint p,
bool  draw 
)

Definition at line 1023 of file animation.cpp.

1024{
1025}

◆ draw_bullet()

void game::draw_bullet ( const tripoint t,
int  i,
const std::vector< tripoint > &  trajectory,
char  bullet 
)

Definition at line 578 of file animation.cpp.

580{
581 draw_bullet_curses( m, t, bullet, &trajectory[i] );
582}
void draw_bullet_curses(map &m, const tripoint &t, const char bullet, const tripoint *const p)
Definition: animation.cpp:460
std::vector< tripoint > trajectory
Definition: ranged.h:37

References anonymous_namespace{animation.cpp}::draw_bullet_curses(), and m.

◆ draw_critter()

void game::draw_critter ( const Creature critter,
const tripoint center 
)

Definition at line 3202 of file game.cpp.

3203{
3204 draw_critter_internal( w_terrain, critter, center, false, m, u );
3205}
static void draw_critter_internal(const catacurses::window &w, const Creature &critter, const tripoint &center, bool inverted, const map &m, const avatar &u)
Definition: game.cpp:3169

References center, draw_critter_internal(), m, u, and w_terrain.

Referenced by draw_ter().

◆ draw_critter_highlighted()

void game::draw_critter_highlighted ( const Creature critter,
const tripoint center 
)

Definition at line 3207 of file game.cpp.

3208{
3209 draw_critter_internal( w_terrain, critter, center, true, m, u );
3210}

References center, draw_critter_internal(), m, u, and w_terrain.

◆ draw_cursor()

void game::draw_cursor ( const tripoint p)

Definition at line 784 of file animation.cpp.

785{
786 const tripoint rp = relative_view_pos( *this, p );
787 mvwputch_inv( w_terrain, rp.xy(), c_light_green, 'X' );
788}
#define c_light_green
Definition: color.h:28
tripoint relative_view_pos(const game &g, const tripoint &p) noexcept
Definition: animation.cpp:128
void mvwputch_inv(const catacurses::window &w, point p, nc_color FG, int ch)
Definition: output.cpp:491

References c_light_green, mvwputch_inv(), anonymous_namespace{animation.cpp}::relative_view_pos(), w_terrain, and tripoint::xy().

Referenced by draw_look_around_cursor().

◆ draw_field_override()

void game::draw_field_override ( const tripoint p,
const field_type_id id 
)

Definition at line 979 of file animation.cpp.

980{
981}

◆ draw_furniture_override()

void game::draw_furniture_override ( const tripoint p,
const furn_id id 
)

Definition at line 940 of file animation.cpp.

941{
942}

◆ draw_graffiti_override()

void game::draw_graffiti_override ( const tripoint p,
bool  has 
)

Definition at line 953 of file animation.cpp.

954{
955}

◆ draw_highlight()

void game::draw_highlight ( const tripoint p)

Definition at line 797 of file animation.cpp.

798{
799 // Do nothing
800}

◆ draw_hit_mon()

void game::draw_hit_mon ( const tripoint p,
const monster m,
bool  dead = false 
)

Definition at line 641 of file animation.cpp.

642{
643 draw_hit_mon_curses( p, m, u, dead );
644}
void draw_hit_mon_curses(const tripoint &center, const monster &m, const player &u, const bool dead)
Definition: animation.cpp:612

References dead, anonymous_namespace{animation.cpp}::draw_hit_mon_curses(), m, and u.

◆ draw_hit_player()

void game::draw_hit_player ( const Character p,
int  dam 
)

Definition at line 686 of file animation.cpp.

687{
688 draw_hit_player_curses( *this, p, dam );
689}
void draw_hit_player_curses(const game &g, const Character &p, const int dam)
Definition: animation.cpp:649

References anonymous_namespace{animation.cpp}::draw_hit_player_curses().

◆ draw_item_override()

void game::draw_item_override ( const tripoint p,
const itype_id id,
const mtype_id mid,
bool  hilite 
)

Definition at line 993 of file animation.cpp.

995{
996}

◆ draw_line() [1/2]

void game::draw_line ( const tripoint p,
const std::vector< tripoint > &  points 
)

Definition at line 770 of file animation.cpp.

771{
772 draw_line_curses( *this, points );
773}
void draw_line_curses(game &g, const std::vector< tripoint > &points)
Definition: animation.cpp:750

References anonymous_namespace{animation.cpp}::draw_line_curses().

◆ draw_line() [2/2]

void game::draw_line ( const tripoint p,
const tripoint center_point,
const std::vector< tripoint > &  points,
bool  noreveal = false 
)

Definition at line 737 of file animation.cpp.

739{
740 if( !u.sees( p ) ) {
741 return;
742 }
743
744 draw_line_curses( *this, center, points, noreveal );
745}

References center, anonymous_namespace{animation.cpp}::draw_line_curses(), Character::sees(), and u.

Referenced by draw_ter().

◆ draw_look_around_cursor()

void game::draw_look_around_cursor ( const tripoint lp,
const visibility_variables cache 
)

Definition at line 5670 of file game.cpp.

5671{
5672 if( !liveview.is_enabled() ) {
5673#if defined( TILES )
5674 if( is_draw_tiles_mode() ) {
5675 draw_cursor( lp );
5676 return;
5677 }
5678#endif
5679 const tripoint view_center = u.pos() + u.view_offset;
5680 visibility_type visibility = VIS_HIDDEN;
5681 const bool inbounds = m.inbounds( lp );
5682 if( inbounds ) {
5683 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5684 }
5685 if( visibility == VIS_CLEAR ) {
5686 const Creature *const creature = critter_at( lp, true );
5687 if( creature != nullptr && u.sees( *creature ) ) {
5688 creature->draw( w_terrain, view_center, true );
5689 } else {
5690 m.drawsq( w_terrain, lp, drawsq_params().highlight( true ).center( view_center ) );
5691 }
5692 } else {
5693 std::string visibility_indicator;
5694 nc_color visibility_indicator_color = c_white;
5695 switch( visibility ) {
5696 case VIS_CLEAR:
5697 // Already handled by the outer if statement
5698 break;
5699 case VIS_BOOMER:
5700 case VIS_BOOMER_DARK:
5701 visibility_indicator = '#';
5702 visibility_indicator_color = c_pink;
5703 break;
5704 case VIS_DARK:
5705 visibility_indicator = '#';
5706 visibility_indicator_color = c_dark_gray;
5707 break;
5708 case VIS_LIT:
5709 visibility_indicator = '#';
5710 visibility_indicator_color = c_light_gray;
5711 break;
5712 case VIS_HIDDEN:
5713 visibility_indicator = 'x';
5714 visibility_indicator_color = c_white;
5715 break;
5716 }
5717
5718 const tripoint screen_pos = point( POSX, POSY ) + lp - view_center;
5719 mvwputch( w_terrain, screen_pos.xy(), visibility_indicator_color, visibility_indicator );
5720 }
5721 }
5722}
void draw_cursor(const tripoint &p)
Definition: animation.cpp:784
T * critter_at(const tripoint &p, bool allow_hallucination=false)
Returns the Creature at the given location.
Definition: game.cpp:4522
bool is_enabled()
Definition: live_view.cpp:75
virtual bool inbounds(const tripoint &p) const
Definition: map.cpp:7863
visibility_type get_visibility(lit_level ll, const visibility_variables &cache) const
Definition: map.cpp:5755
lit_level apparent_light_at(const tripoint &p, const visibility_variables &cache) const
Determine the visible light level for a tile, based on light_at for the tile, vision distance,...
Definition: lightmap.cpp:764
void drawsq(const catacurses::window &w, const tripoint &p, const drawsq_params &params) const
Draw the map tile at the given coordinate.
Definition: map.cpp:5933
#define c_dark_gray
Definition: color.h:20
#define c_pink
Definition: color.h:31
visibility_type
Definition: enums.h:57
@ VIS_CLEAR
Definition: enums.h:59
@ VIS_BOOMER
Definition: enums.h:61
@ VIS_DARK
Definition: enums.h:62
@ VIS_BOOMER_DARK
Definition: enums.h:63
@ VIS_HIDDEN
Definition: enums.h:58
@ VIS_LIT
Definition: enums.h:60
bool is_draw_tiles_mode()
Check whether we're in tile drawing mode.
Definition: output.cpp:2075
Draw parameters used by map::drawsq() and similar methods.
Definition: map.h:180

References map::apparent_light_at(), c_dark_gray, c_light_gray, c_pink, c_white, center, creature, critter_at(), draw_cursor(), map::drawsq(), map::get_visibility(), map::inbounds(), is_draw_tiles_mode(), live_view::is_enabled(), liveview, m, mvwputch(), Character::pos(), POSX, POSY, Character::sees(), u, player::view_offset, VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, w_terrain, and tripoint::xy().

Referenced by look_around().

◆ draw_minimap()

void game::draw_minimap ( )
private

Definition at line 3280 of file game.cpp.

3281{
3282
3283 // Draw the box
3284 werase( w_minimap );
3286
3287 const tripoint_abs_omt curs = u.global_omt_location();
3288 const point_abs_omt curs2( curs.xy() );
3290 bool drew_mission = targ == overmap::invalid_tripoint;
3291
3292 for( int i = -2; i <= 2; i++ ) {
3293 for( int j = -2; j <= 2; j++ ) {
3294 const point_abs_omt om( curs2 + point( i, j ) );
3295 nc_color ter_color;
3296 tripoint_abs_omt omp( om, get_levz() );
3297 std::string ter_sym;
3298 const bool seen = overmap_buffer.seen( omp );
3299 const bool vehicle_here = overmap_buffer.has_vehicle( omp );
3300 if( overmap_buffer.has_note( omp ) ) {
3301
3302 const std::string &note_text = overmap_buffer.note( omp );
3303
3304 ter_color = c_yellow;
3305 ter_sym = "N";
3306
3307 int symbolIndex = note_text.find( ':' );
3308 int colorIndex = note_text.find( ';' );
3309
3310 bool symbolFirst = symbolIndex < colorIndex;
3311
3312 if( colorIndex > -1 && symbolIndex > -1 ) {
3313 if( symbolFirst ) {
3314 if( colorIndex > 4 ) {
3315 colorIndex = -1;
3316 }
3317 if( symbolIndex > 1 ) {
3318 symbolIndex = -1;
3319 colorIndex = -1;
3320 }
3321 } else {
3322 if( symbolIndex > 4 ) {
3323 symbolIndex = -1;
3324 }
3325 if( colorIndex > 2 ) {
3326 colorIndex = -1;
3327 }
3328 }
3329 } else if( colorIndex > 2 ) {
3330 colorIndex = -1;
3331 } else if( symbolIndex > 1 ) {
3332 symbolIndex = -1;
3333 }
3334
3335 if( symbolIndex > -1 ) {
3336 int symbolStart = 0;
3337 if( colorIndex > -1 && !symbolFirst ) {
3338 symbolStart = colorIndex + 1;
3339 }
3340 ter_sym = note_text.substr( symbolStart, symbolIndex - symbolStart ).c_str()[0];
3341 }
3342
3343 if( colorIndex > -1 ) {
3344
3345 int colorStart = 0;
3346
3347 if( symbolIndex > -1 && symbolFirst ) {
3348 colorStart = symbolIndex + 1;
3349 }
3350
3351 std::string sym = note_text.substr( colorStart, colorIndex - colorStart );
3352
3353 if( sym.length() == 2 ) {
3354 if( sym == "br" ) {
3355 ter_color = c_brown;
3356 } else if( sym == "lg" ) {
3357 ter_color = c_light_gray;
3358 } else if( sym == "dg" ) {
3359 ter_color = c_dark_gray;
3360 }
3361 } else {
3362 char colorID = sym.c_str()[0];
3363 if( colorID == 'r' ) {
3364 ter_color = c_light_red;
3365 } else if( colorID == 'R' ) {
3366 ter_color = c_red;
3367 } else if( colorID == 'g' ) {
3368 ter_color = c_light_green;
3369 } else if( colorID == 'G' ) {
3370 ter_color = c_green;
3371 } else if( colorID == 'b' ) {
3372 ter_color = c_light_blue;
3373 } else if( colorID == 'B' ) {
3374 ter_color = c_blue;
3375 } else if( colorID == 'W' ) {
3376 ter_color = c_white;
3377 } else if( colorID == 'C' ) {
3378 ter_color = c_cyan;
3379 } else if( colorID == 'c' ) {
3380 ter_color = c_light_cyan;
3381 } else if( colorID == 'P' ) {
3382 ter_color = c_pink;
3383 } else if( colorID == 'm' ) {
3384 ter_color = c_magenta;
3385 }
3386 }
3387 }
3388 } else if( !seen ) {
3389 ter_sym = " ";
3390 ter_color = c_black;
3391 } else if( vehicle_here ) {
3392 ter_color = c_cyan;
3393 ter_sym = "c";
3394 } else {
3395 const oter_id &cur_ter = overmap_buffer.ter( omp );
3396 ter_sym = cur_ter->get_symbol();
3397 if( overmap_buffer.is_explored( omp ) ) {
3398 ter_color = c_dark_gray;
3399 } else {
3400 ter_color = cur_ter->get_color();
3401 }
3402 }
3403 if( !drew_mission && targ.xy() == omp.xy() ) {
3404 // If there is a mission target, and it's not on the same
3405 // overmap terrain as the player character, mark it.
3406 // TODO: Inform player if the mission is above or below
3407 drew_mission = true;
3408 if( i != 0 || j != 0 ) {
3409 ter_color = red_background( ter_color );
3410 }
3411 }
3412 if( i == 0 && j == 0 ) {
3413 mvwputch_hi( w_minimap, point( 3, 3 ), ter_color, ter_sym );
3414 } else {
3415 mvwputch( w_minimap, point( 3 + i, 3 + j ), ter_color, ter_sym );
3416 }
3417 }
3418 }
3419
3420 // Print arrow to mission if we have one!
3421 if( !drew_mission ) {
3422 double slope = curs2.x() != targ.x() ?
3423 static_cast<double>( targ.y() - curs2.y() ) / ( targ.x() - curs2.x() ) : 4;
3424
3425 if( curs2.x() == targ.x() || std::fabs( slope ) > 3.5 ) { // Vertical slope
3426 if( targ.y() > curs2.y() ) {
3427 mvwputch( w_minimap, point( 3, 6 ), c_red, "*" );
3428 } else {
3429 mvwputch( w_minimap, point( 3, 0 ), c_red, "*" );
3430 }
3431 } else {
3432 int arrowx = -1;
3433 int arrowy = -1;
3434 if( std::fabs( slope ) >= 1. ) { // y diff is bigger!
3435 arrowy = targ.y() > curs2.y() ? 6 : 0;
3436 arrowx =
3437 static_cast<int>( 3 + 3 * ( targ.y() > curs2.y() ? slope : ( 0 - slope ) ) );
3438 if( arrowx < 0 ) {
3439 arrowx = 0;
3440 }
3441 if( arrowx > 6 ) {
3442 arrowx = 6;
3443 }
3444 } else {
3445 arrowx = targ.x() > curs2.x() ? 6 : 0;
3446 arrowy = static_cast<int>( 3 + 3 * ( targ.x() > curs2.x() ? slope : -slope ) );
3447 if( arrowy < 0 ) {
3448 arrowy = 0;
3449 }
3450 if( arrowy > 6 ) {
3451 arrowy = 6;
3452 }
3453 }
3454 char glyph = '*';
3455 if( targ.z() > u.posz() ) {
3456 glyph = '^';
3457 } else if( targ.z() < u.posz() ) {
3458 glyph = 'v';
3459 }
3460
3461 mvwputch( w_minimap, point( arrowx, arrowy ), c_red, glyph );
3462 }
3463 }
3464
3465 const int sight_points = g->u.overmap_sight_range( g->light_level( g->u.posz() ) );
3466 for( int i = -3; i <= 3; i++ ) {
3467 for( int j = -3; j <= 3; j++ ) {
3468 if( i > -3 && i < 3 && j > -3 && j < 3 ) {
3469 continue; // only do hordes on the border, skip inner map
3470 }
3471 const tripoint_abs_omt omp( curs2 + point( i, j ), get_levz() );
3473 if( overmap_buffer.seen( omp )
3474 && g->u.overmap_los( omp, sight_points ) ) {
3475 mvwputch( w_minimap, point( i + 3, j + 3 ), c_green,
3476 overmap_buffer.get_horde_size( omp ) > HORDE_VISIBILITY_SIZE * 2 ? 'Z' : 'z' );
3477 }
3478 }
3479 }
3480 }
3481
3483}
tripoint_abs_omt get_active_mission_target() const
Returns the target of the active mission or overmap::invalid_tripoint if there is no active mission.
Definition: avatar.cpp:206
constexpr auto & x()
Definition: coordinates.h:118
constexpr auto & z()
Definition: coordinates.h:133
constexpr auto & y()
Definition: coordinates.h:124
constexpr auto xy() const
Definition: coordinates.h:130
static constexpr tripoint_abs_omt invalid_tripoint
Dummy value, used to indicate that a point returned by a function is invalid.
Definition: overmap.h:260
bool seen(const tripoint_abs_omt &p)
const std::string & note(const tripoint_abs_omt &p)
int get_horde_size(const tripoint_abs_omt &p)
bool is_explored(const tripoint_abs_omt &p)
const oter_id & ter(const tripoint_abs_omt &p)
Returns the overmap terrain at the given OMT coordinates.
bool has_note(const tripoint_abs_omt &p)
Uses global overmap terrain coordinates.
bool has_vehicle(const tripoint_abs_omt &p)
nc_color red_background(const nc_color &c)
Definition: color.cpp:515
#define c_blue
Definition: color.h:23
#define c_black
Definition: color.h:17
#define c_light_blue
Definition: color.h:29
#define c_yellow
Definition: color.h:32
#define c_light_cyan
Definition: color.h:30
#define c_cyan
Definition: color.h:24
#define c_light_red
Definition: color.h:27
static constexpr int HORDE_VISIBILITY_SIZE
constexpr scale om
Definition: coordinates.h:34
void mvwputch_hi(const catacurses::window &w, point p, nc_color FG, int ch)
Definition: output.cpp:508
std::string get_symbol(const bool from_land_use_code=false) const
Definition: omdata.h:209
nc_color get_color(const bool from_land_use_code=false) const
Definition: omdata.h:217

References c_black, c_blue, c_brown, c_cyan, c_dark_gray, c_green, c_light_blue, c_light_cyan, c_light_gray, c_light_green, c_light_red, c_magenta, c_pink, c_red, c_white, c_yellow, draw_border(), units::fabs(), g, avatar::get_active_mission_target(), oter_t::get_color(), overmapbuffer::get_horde_size(), get_levz(), oter_t::get_symbol(), Character::global_omt_location(), overmapbuffer::has_note(), overmapbuffer::has_vehicle(), HORDE_VISIBILITY_SIZE, overmap::invalid_tripoint, overmapbuffer::is_explored(), mvwputch(), mvwputch_hi(), overmapbuffer::note(), coords::om, overmap_buffer, Character::posz(), red_background(), overmapbuffer::seen(), overmapbuffer::ter(), u, w_minimap, catacurses::werase(), catacurses::wnoutrefresh(), coords::coord_point< Point, Origin, Scale >::x(), coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), and coords::coord_point< Point, Origin, Scale >::z().

◆ draw_monster_override()

void game::draw_monster_override ( const tripoint p,
const mtype_id id,
int  count,
bool  more,
Creature::Attitude  att 
)

Definition at line 1037 of file animation.cpp.

1039{
1040}

◆ draw_panels()

void game::draw_panels ( bool  force_draw = false)

Definition at line 3106 of file game.cpp.

3107{
3108 static int previous_turn = -1;
3109 const int current_turn = to_turns<int>( calendar::turn - calendar::turn_zero );
3110 const bool draw_this_turn = current_turn > previous_turn || force_draw;
3111 auto &mgr = panel_manager::get_manager();
3112 int y = 0;
3113 const bool sidebar_right = get_option<std::string>( "SIDEBAR_POSITION" ) == "right";
3114 int spacer = get_option<bool>( "SIDEBAR_SPACERS" ) ? 1 : 0;
3115 int log_height = 0;
3116 for( const window_panel &panel : mgr.get_current_layout() ) {
3117 if( panel.get_height() != -2 && panel.toggle && panel.render() ) {
3118 log_height += panel.get_height() + spacer;
3119 }
3120 }
3121 log_height = std::max( TERMY - log_height, 3 );
3122 for( const window_panel &panel : mgr.get_current_layout() ) {
3123 if( panel.render() ) {
3124 // height clamped to window height.
3125 int h = std::min( panel.get_height(), TERMY - y );
3126 if( h == -2 ) {
3127 h = log_height;
3128 }
3129 h += spacer;
3130 if( panel.toggle && panel.render() && h > 0 ) {
3131 if( panel.always_draw || draw_this_turn ) {
3132 panel.draw( u, catacurses::newwin( h, panel.get_width(),
3133 point( sidebar_right ? TERMX - panel.get_width() : 0, y ) ) );
3134 }
3135 if( show_panel_adm ) {
3136 const std::string panel_name = _( panel.get_name() );
3137 const int panel_name_width = utf8_width( panel_name );
3138 auto label = catacurses::newwin( 1, panel_name_width, point( sidebar_right ?
3139 TERMX - panel.get_width() - panel_name_width - 1 : panel.get_width() + 1, y ) );
3140 werase( label );
3141 mvwprintz( label, point_zero, c_light_red, panel_name );
3143 label = catacurses::newwin( h, 1,
3144 point( sidebar_right ? TERMX - panel.get_width() - 1 : panel.get_width(), y ) );
3145 werase( label );
3146 if( h == 1 ) {
3148 } else {
3150 for( int i = 1; i < h - 1; i++ ) {
3152 }
3153 mvwputch( label, point( 0, h - 1 ), c_light_red, sidebar_right ? LINE_XXOO : LINE_XOOX );
3154 }
3156 }
3157 y += h;
3158 }
3159 }
3160 }
3161 previous_turn = current_turn;
3162}
bool show_panel_adm
Definition: game.h:1013
const time_point turn_zero
Represents time point 0.
Definition: calendar.cpp:26
#define LINE_XOXO
Definition: output.h:39
#define LINE_OXOX
Definition: output.h:40
#define LINE_OXXX
Definition: output.h:48
#define LINE_XOOX
Definition: output.h:44
#define LINE_XXOO
Definition: output.h:41
Struct used for storing labels (easier to json opposed to a std::map<point, std::string>)
Definition: vehicle.h:579

References _, c_light_red, panel_manager::get_manager(), LINE_OXOX, LINE_OXXX, LINE_XOOX, LINE_XOXO, LINE_XXOO, mvwprintz(), mvwputch(), catacurses::newwin(), point_zero, show_panel_adm, TERMX, TERMY, calendar::turn, calendar::turn_zero, u, utf8_width(), catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by draw().

◆ draw_pixel_minimap()

void game::draw_pixel_minimap ( const catacurses::window w)

Definition at line 3164 of file game.cpp.

3165{
3166 w_pixel_minimap = w;
3167}

References w_pixel_minimap.

◆ draw_radiation_override()

void game::draw_radiation_override ( const tripoint p,
int  rad 
)

Definition at line 914 of file animation.cpp.

915{
916}

◆ draw_sct()

void game::draw_sct ( )

Definition at line 865 of file animation.cpp.

866{
867 draw_sct_curses( *this );
868}
void draw_sct_curses(const game &g)
Definition: animation.cpp:832

References anonymous_namespace{animation.cpp}::draw_sct_curses().

Referenced by get_player_input().

◆ draw_ter() [1/2]

void game::draw_ter ( bool  draw_sounds = true)

Definition at line 3220 of file game.cpp.

3221{
3223 draw_sounds );
3224}
bool is_looking
Definition: game.h:224

References draw_ter(), is_looking, Character::pos(), u, and player::view_offset.

Referenced by draw(), and draw_ter().

◆ draw_ter() [2/2]

void game::draw_ter ( const tripoint center,
bool  looking = false,
bool  draw_sounds = true 
)

Definition at line 3226 of file game.cpp.

3227{
3229
3230 m.draw( w_terrain, center );
3231
3232 if( draw_sounds ) {
3234 }
3235
3236 for( Creature &critter : all_creatures() ) {
3237 draw_critter( critter, center );
3238 }
3239
3240 if( !destination_preview.empty() && u.view_offset.z == 0 ) {
3241 // Draw auto-move preview trail
3242 const tripoint &final_destination = destination_preview.back();
3243 tripoint line_center = u.pos() + u.view_offset;
3244 draw_line( final_destination, line_center, destination_preview, true );
3245 mvwputch( w_terrain, final_destination.xy() - u.view_offset.xy() + point( POSX - u.posx(),
3246 POSY - u.posy() ), c_white, 'X' );
3247 }
3248
3249 if( u.controlling_vehicle && !looking ) {
3250 draw_veh_dir_indicator( false );
3251 draw_veh_dir_indicator( true );
3252 }
3253 // Place the cursor over the player as is expected by screen readers.
3254 wmove( w_terrain, -center.xy() + g->u.pos().xy() + point( POSX, POSY ) );
3255}
int posx() const override
Definition: character.h:786
int posy() const override
Definition: character.h:789
void draw_critter(const Creature &critter, const tripoint &center)
Definition: game.cpp:3202
Creature_range all_creatures()
Returns an anonymous range that contains all creatures.
Definition: game.cpp:11967
std::vector< tripoint > destination_preview
Definition: game.h:1065
void draw_veh_dir_indicator(bool next)
Definition: game.cpp:3272
void draw_line(const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
Definition: animation.cpp:737
void draw(const catacurses::window &w, const tripoint &center)
Draw a visible part of the map into w.
Definition: map.cpp:5805
static void draw_footsteps(const catacurses::window &window, const tripoint &offset)
Definition: game.cpp:2892
void wmove(const window &win, point p)
Definition: ncurses_def.cpp:98

References all_creatures(), c_white, center, Character::controlling_vehicle, destination_preview, map::draw(), draw_critter(), draw_footsteps(), draw_line(), draw_veh_dir_indicator(), g, m, mvwputch(), Character::pos(), Character::posx(), POSX, Character::posy(), POSY, ter_view_p, u, player::view_offset, w_terrain, catacurses::wmove(), tripoint::xy(), and tripoint::z.

◆ draw_terrain_override()

void game::draw_terrain_override ( const tripoint p,
const ter_id id 
)

Definition at line 927 of file animation.cpp.

928{
929}

◆ draw_trail_to_square()

void game::draw_trail_to_square ( const tripoint t,
bool  bDrawX 
)

Definition at line 6986 of file game.cpp.

6987{
6988 ::draw_trail( u.pos(), u.pos() + t, bDrawX );
6989}
static void draw_trail(const tripoint &start, const tripoint &end, bool bDrawX)
Definition: game.cpp:6956

References draw_trail(), Character::pos(), and u.

◆ draw_trap_override()

void game::draw_trap_override ( const tripoint p,
const trap_id id 
)

Definition at line 966 of file animation.cpp.

967{
968}

◆ draw_veh_dir_indicator()

void game::draw_veh_dir_indicator ( bool  next)

Definition at line 3272 of file game.cpp.

3273{
3274 if( const std::optional<tripoint> indicator_offset = get_veh_dir_indicator_location( next ) ) {
3275 auto col = next ? c_white : c_dark_gray;
3276 mvwputch( w_terrain, indicator_offset->xy() - u.view_offset.xy() + point( POSX, POSY ), col, 'X' );
3277 }
3278}
std::optional< tripoint > get_veh_dir_indicator_location(bool next) const
Returns the location where the indicator should go relative to the reality bubble,...
Definition: game.cpp:3257

References c_dark_gray, c_white, get_veh_dir_indicator_location(), mvwputch(), POSX, POSY, u, player::view_offset, w_terrain, and tripoint::xy().

Referenced by draw_ter().

◆ draw_vpart_override()

void game::draw_vpart_override ( const tripoint p,
const vpart_id id,
int  part_mod,
units::angle  veh_dir,
bool  hilite,
point  mount 
)

Definition at line 1009 of file animation.cpp.

1011{
1012}

◆ draw_weather()

void game::draw_weather ( const weather_printable wPrint)

Definition at line 824 of file animation.cpp.

825{
827}
void draw_weather_curses(const catacurses::window &win, const weather_printable &w)
Definition: animation.cpp:805

References anonymous_namespace{animation.cpp}::draw_weather_curses(), and w_terrain.

Referenced by get_player_input().

◆ draw_zones()

void game::draw_zones ( const tripoint start,
const tripoint end,
const tripoint offset 
)

Definition at line 900 of file animation.cpp.

901{
902 draw_zones_curses( w_terrain, start, end, offset );
903}
void draw_zones_curses(const catacurses::window &w, const tripoint &start, const tripoint &end, const tripoint &offset)
Definition: animation.cpp:873

References anonymous_namespace{animation.cpp}::draw_zones_curses(), and w_terrain.

◆ drop()

void game::drop ( )
private

Definition at line 8033 of file game.cpp.

8034{
8036}
void drop(item_location loc, const tripoint &where)
Drops an item to the specified location.
Definition: character.cpp:2426
drop_locations multidrop(player &p)
Select items to drop.

References Character::drop(), game_menus::inv::multidrop(), Character::pos(), and u.

Referenced by handle_action().

◆ drop_in_direction()

void game::drop_in_direction ( )
private

Definition at line 8038 of file game.cpp.

8039{
8040 if( const std::optional<tripoint> pnt = choose_adjacent( _( "Drop where?" ) ) ) {
8041 u.drop( game_menus::inv::multidrop( u ), *pnt );
8042 }
8043}

References _, choose_adjacent(), Character::drop(), game_menus::inv::multidrop(), and u.

Referenced by handle_action().

◆ dump_stats()

bool game::dump_stats ( const std::string &  what,
dump_mode  mode,
const std::vector< std::string > &  opts 
)

write statistics to stdout and

Returns
true if successful

Definition at line 39 of file dump.cpp.

41{
42 try {
44 } catch( const std::exception &err ) {
45 std::cerr << "Error loading data from json: " << err.what() << std::endl;
46 return false;
47 }
48
49 std::vector<std::string> header;
50 std::vector<std::vector<std::string>> rows;
51
52 int scol = 0; // sorting column
53
54 std::map<std::string, standard_npc> test_npcs;
55 test_npcs[ "S1" ] = standard_npc( "S1", { 0, 0, 2 }, { "gloves_survivor", "mask_lsurvivor" },
56 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
57 test_npcs[ "S2" ] = standard_npc( "S2", { 0, 0, 3 }, { "gloves_fingerless", "sunglasses" },
58 4, 8, 8, 8, 10 /* PER 10 */ );
59 test_npcs[ "S3" ] = standard_npc( "S3", { 0, 0, 4 }, { "gloves_plate", "helmet_plate" },
60 4, 10, 8, 8, 8 /* STAT 10 */ );
61 test_npcs[ "S4" ] = standard_npc( "S4", { 0, 0, 5 }, {}, 0, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
62 test_npcs[ "S5" ] = standard_npc( "S5", { 0, 0, 6 }, {}, 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
63 test_npcs[ "S6" ] = standard_npc( "S6", { 0, 0, 7 }, { "gloves_hsurvivor", "mask_hsurvivor" },
64 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
65
66 std::map<std::string, item> test_items;
67 test_items[ "G1" ] = item( "glock_19" ).ammo_set( itype_id( "9mm" ) );
68 test_items[ "G2" ] = item( "hk_mp5" ).ammo_set( itype_id( "9mm" ) );
69 test_items[ "G3" ] = item( "ar15" ).ammo_set( itype_id( "223" ) );
70 test_items[ "G4" ] = item( "remington_700" ).ammo_set( itype_id( "270" ) );
71 test_items[ "G4" ].put_in( item( "rifle_scope" ) );
72
73 if( what == "AMMO" ) {
74 header = {
75 "Name", "Ammo", "Volume", "Weight", "Stack",
76 "Range", "Dispersion", "Recoil", "Damage", "Pierce", "Damage multiplier"
77 };
78 auto dump = [&rows]( const item & obj ) {
79 std::vector<std::string> r;
80 r.push_back( obj.tname( 1, false ) );
81 r.push_back( obj.ammo_type().str() );
82 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
83 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
84 r.push_back( std::to_string( obj.type->stack_size ) );
85 r.push_back( std::to_string( obj.type->ammo->range ) );
86 r.push_back( std::to_string( obj.type->ammo->dispersion ) );
87 r.push_back( std::to_string( obj.type->ammo->recoil ) );
88 damage_instance damage = obj.type->ammo->damage;
89 r.push_back( std::to_string( damage.total_damage() ) );
90 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
91 rows.push_back( r );
92 };
93 for( const itype *e : item_controller->all() ) {
94 if( e->ammo ) {
95 dump( item( e, calendar::turn, item::solitary_tag {} ) );
96 }
97 }
98
99 } else if( what == "ARMOR" ) {
100 header = {
101 "Name", "Encumber (fit)", "Warmth", "Weight", "Storage", "Coverage", "Bash", "Cut", "Bullet", "Acid", "Fire"
102 };
103 auto dump = [&rows]( const item & obj ) {
104 std::vector<std::string> r;
105 r.push_back( obj.tname( 1, false ) );
106 r.push_back( std::to_string( obj.get_encumber( g->u ) ) );
107 r.push_back( std::to_string( obj.get_warmth() ) );
108 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
109 r.push_back( std::to_string( obj.get_storage() / units::legacy_volume_factor ) );
110 r.push_back( std::to_string( obj.get_coverage() ) );
111 r.push_back( std::to_string( obj.bash_resist() ) );
112 r.push_back( std::to_string( obj.cut_resist() ) );
113 r.push_back( std::to_string( obj.bullet_resist() ) );
114 r.push_back( std::to_string( obj.acid_resist() ) );
115 r.push_back( std::to_string( obj.fire_resist() ) );
116 rows.push_back( r );
117 };
118
119 body_part bp = opts.empty() ? num_bp : get_body_part_token( opts.front() );
120
121 for( const itype *e : item_controller->all() ) {
122 if( e->armor ) {
123 item obj( e );
124 if( bp == num_bp || obj.covers( bp ) ) {
125 if( obj.has_flag( flag_VARSIZE ) ) {
126 obj.set_flag( "FIT" );
127 }
128 dump( obj );
129 }
130 }
131 }
132
133 } else if( what == "EDIBLE" ) {
134 header = {
135 "Name", "Volume", "Weight", "Stack", "Calories", "Quench", "Healthy"
136 };
137 for( const auto &v : vitamin::all() ) {
138 header.push_back( v.second.name() );
139 }
140 auto dump = [&rows]( const item & obj ) {
141 std::vector<std::string> r;
142 r.push_back( obj.tname( 1, false ) );
143 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
144 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
145 r.push_back( std::to_string( obj.type->stack_size ) );
146 r.push_back( std::to_string( obj.get_comestible()->default_nutrition.kcal ) );
147 r.push_back( std::to_string( obj.get_comestible()->quench ) );
148 r.push_back( std::to_string( obj.get_comestible()->healthy ) );
149 auto vits = obj.get_comestible()->default_nutrition.vitamins;
150 for( const auto &v : vitamin::all() ) {
151 r.push_back( std::to_string( vits[ v.first ] ) );
152 }
153 rows.push_back( r );
154 };
155
156 for( const itype *e : item_controller->all() ) {
158
159 if( food.is_food() && g->u.can_eat( food ).success() ) {
160 dump( food );
161 }
162 }
163
164 } else if( what == "GUN" ) {
165 header = {
166 "Name", "Ammo", "Volume", "Weight", "Capacity",
167 "Range", "Dispersion", "Effective recoil", "Damage", "Pierce",
168 "Aim time", "Effective range", "Snapshot range", "Max range"
169 };
170
171 std::set<std::string> locations;
172 for( const itype *e : item_controller->all() ) {
173 if( e->gun ) {
174 std::transform( e->gun->valid_mod_locations.begin(),
175 e->gun->valid_mod_locations.end(),
176 std::inserter( locations, locations.begin() ),
177 []( const std::pair<gunmod_location, int> &q ) {
178 return q.first.name();
179 } );
180 }
181 }
182 for( const auto &e : locations ) {
183 header.push_back( e );
184 }
185
186 auto dump = [&rows, &locations]( const standard_npc & who, const item & obj ) {
187 std::vector<std::string> r;
188 r.push_back( obj.tname( 1, false ) );
189 r.push_back( !obj.ammo_types().empty() ? enumerate_as_string( obj.ammo_types().begin(),
190 obj.ammo_types().end(), []( const ammotype & at ) {
191 return at.str();
193 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
194 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
195 r.push_back( std::to_string( obj.ammo_capacity() ) );
196 r.push_back( std::to_string( obj.gun_range() ) );
197 r.push_back( std::to_string( obj.gun_dispersion() ) );
198 r.push_back( std::to_string( obj.gun_recoil() ) );
199 damage_instance damage = obj.gun_damage();
200 r.push_back( std::to_string( damage.total_damage() ) );
201 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
202
203 r.push_back( std::to_string( ranged::gun_engagement_moves( who, obj ) ) );
204
205 for( const auto &e : locations ) {
206 const auto &vml = obj.type->gun->valid_mod_locations;
207 const auto iter = vml.find( e );
208 r.push_back( std::to_string( iter != vml.end() ? iter->second : 0 ) );
209 }
210 rows.push_back( r );
211 };
212 for( const itype *e : item_controller->all() ) {
213 if( e->gun ) {
214 item gun( e );
215 if( !gun.magazine_integral() ) {
216 gun.put_in( item( gun.magazine_default() ) );
217 }
218 gun.ammo_set( gun.ammo_default( false ), gun.ammo_capacity() );
219
220 dump( test_npcs[ "S1" ], gun );
221
222 if( gun.type->gun->barrel_length > 0_ml ) {
223 gun.put_in( item( "barrel_small" ) );
224 dump( test_npcs[ "S1" ], gun );
225 }
226 }
227 }
228
229 } else if( what == "RECIPE" ) {
230
231 // optionally filter recipes to include only those using specified skills
232 recipe_subset dict;
233 for( const auto &r : recipe_dict ) {
234 if( opts.empty() || std::any_of( opts.begin(), opts.end(), [&r]( const std::string & s ) {
235 if( r.second.skill_used == skill_id( s ) && r.second.difficulty > 0 ) {
236 return true;
237 }
238 const auto iter = r.second.required_skills.find( skill_id( s ) );
239 return iter != r.second.required_skills.end() && iter->second > 0;
240 } ) ) {
241 dict.include( &r.second );
242 }
243 }
244
245 // only consider skills that are required by at least one recipe
246 std::vector<Skill> sk;
247 std::copy_if( Skill::skills.begin(), Skill::skills.end(),
248 std::back_inserter( sk ), [&dict]( const Skill & s ) {
249 return std::any_of( dict.begin(), dict.end(), [&s]( const recipe * r ) {
250 return r->skill_used == s.ident() ||
251 r->required_skills.find( s.ident() ) != r->required_skills.end();
252 } );
253 } );
254
255 header = { "Result" };
256
257 for( const auto &e : sk ) {
258 header.push_back( e.ident().str() );
259 }
260
261 for( const recipe *e : dict ) {
262 std::vector<std::string> r;
263 r.push_back( e->result_name() );
264 for( const auto &s : sk ) {
265 if( e->skill_used == s.ident() ) {
266 r.push_back( std::to_string( e->difficulty ) );
267 } else {
268 auto iter = e->required_skills.find( s.ident() );
269 r.push_back( std::to_string( iter != e->required_skills.end() ? iter->second : 0 ) );
270 }
271 }
272 rows.push_back( r );
273 }
274
275 } else if( what == "VEHICLE" ) {
276 header = {
277 "Name", "Weight (empty)", "Weight (fueled)",
278 "Max velocity (mph)", "Safe velocity (mph)", "Acceleration (mph/turn)",
279 "Aerodynamics coeff", "Rolling coeff", "Static Drag", "Offroad %"
280 };
281 auto dump = [&rows]( const vproto_id & obj ) {
282 vehicle veh_empty( obj, 0, 0 );
283 vehicle veh_fueled( obj, 100, 0 );
284
285 std::vector<std::string> r;
286 r.push_back( veh_empty.name );
287 r.push_back( std::to_string( to_kilogram( veh_empty.total_mass() ) ) );
288 r.push_back( std::to_string( to_kilogram( veh_fueled.total_mass() ) ) );
289 r.push_back( std::to_string( veh_fueled.max_velocity() / 100 ) );
290 r.push_back( std::to_string( veh_fueled.safe_velocity() / 100 ) );
291 r.push_back( std::to_string( veh_fueled.acceleration() / 100 ) );
292 r.push_back( std::to_string( veh_fueled.coeff_air_drag() ) );
293 r.push_back( std::to_string( veh_fueled.coeff_rolling_drag() ) );
294 r.push_back( std::to_string( veh_fueled.static_drag( false ) ) );
295 r.push_back( std::to_string( static_cast<int>( 50 *
296 veh_fueled.k_traction( veh_fueled.wheel_area() ) ) ) );
297 rows.push_back( r );
298 };
299 for( auto &e : vehicle_prototype::get_all() ) {
300 dump( e );
301 }
302
303 } else if( what == "VPART" ) {
304 header = {
305 "Name", "Location", "Weight", "Size"
306 };
307 auto dump = [&rows]( const vpart_info & obj ) {
308 std::vector<std::string> r;
309 r.push_back( obj.name() );
310 r.push_back( obj.location );
311 int w = std::ceil( to_gram( item( obj.item ).weight() ) / 1000.0 );
312 r.push_back( std::to_string( w ) );
313 r.push_back( std::to_string( obj.size / units::legacy_volume_factor ) );
314 rows.push_back( r );
315 };
316 for( const auto &e : vpart_info::all() ) {
317 dump( e.second );
318 }
319
320 } else {
321 std::cerr << "unknown argument: " << what << std::endl;
322 return false;
323 }
324
325 rows.erase( std::remove_if( rows.begin(), rows.end(), []( const std::vector<std::string> &e ) {
326 return e.empty();
327 } ), rows.end() );
328
329 if( scol >= 0 ) {
330 std::sort( rows.begin(), rows.end(), [&scol]( const std::vector<std::string> &lhs,
331 const std::vector<std::string> &rhs ) {
332 return localized_compare( lhs[ scol ], rhs[ scol ] );
333 } );
334 }
335
336 rows.erase( std::unique( rows.begin(), rows.end() ), rows.end() );
337
338 switch( mode ) {
339 case dump_mode::TSV:
340 rows.insert( rows.begin(), header );
341 for( const auto &r : rows ) {
342 // NOLINTNEXTLINE(cata-text-style): using tab to align the output
343 std::copy( r.begin(), r.end() - 1, std::ostream_iterator<std::string>( std::cout, "\t" ) );
344 std::cout << r.back() << "\n";
345 }
346 break;
347
348 case dump_mode::HTML:
349 std::cout << "<table>";
350
351 std::cout << "<thead>";
352 std::cout << "<tr>";
353 for( const auto &col : header ) {
354 std::cout << "<th>" << col << "</th>";
355 }
356 std::cout << "</tr>";
357 std::cout << "</thead>";
358
359 std::cout << "<tdata>";
360 for( const auto &r : rows ) {
361 std::cout << "<tr>";
362 for( const auto &col : r ) {
363 std::cout << "<td>" << col << "</td>";
364 }
365 std::cout << "</tr>";
366 }
367 std::cout << "</tdata>";
368
369 std::cout << "</table>";
370 break;
371 }
372
373 return true;
374}
body_part get_body_part_token(const std::string &id)
Returns the matching body_part token from the corresponding body_part string.
Definition: bodypart.cpp:180
body_part
Definition: bodypart.h:39
std::string to_string(const time_duration &d)
Returns a string showing a duration.
Definition: calendar.cpp:327
Definition: skill.h:33
static std::vector< Skill > skills
Definition: skill.h:49
const skill_id & ident() const
Definition: skill.h:65
units::mass weight(bool include_contents=true, bool integral=false) const
Definition: item.cpp:4958
void put_in(const item &payload)
Puts the given item into this one, no checks are performed.
Definition: item.cpp:995
item & ammo_set(const itype_id &ammo, int qty=-1)
Filter setting the ammo for this instance Any existing ammo is removed.
Definition: item.cpp:590
std::set< constrecipe * >::const_iterator begin() const
std::set< constrecipe * >::const_iterator end() const
void include(const recipe *r, int custom_difficulty=-1)
Include a recipe to the subset.
Definition: recipe.h:35
An NPC with standard stats.
Definition: npc.h:1353
static const std::map< vitamin_id, vitamin > & all()
Get all currently loaded vitamins.
Definition: vitamin.cpp:98
static const std::map< vpart_id, vpart_info > & all()
Definition: veh_type.cpp:695
static const std::string flag_VARSIZE("VARSIZE")
std::unique_ptr< Item_factory > item_controller
void transform(player &p, const tripoint &pos)
Transform the examined object into the object specified by its transforms_into property.
Definition: iexamine.cpp:1639
void load_core_bn_modfiles()
Load & finalize modlist that consists of single vanilla BN core "mod".
Definition: init.cpp:863
int gun_engagement_moves(const Character &who, const item &gun, int target=0, int start=MAX_RECOIL)
How many moves does it take to aim gun to the target accuracy.
Definition: ranged.cpp:583
static constexpr volume legacy_volume_factor
Definition: units_volume.h:50
constexpr value_type to_gram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:67
constexpr value_type to_kilogram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:73
std::string enumerate_as_string(const _Container &values, enumeration_conjunction conj=enumeration_conjunction::and_)
Definition: output.h:637
recipe_dictionary recipe_dict
float total_damage() const
Definition: damage.cpp:75
std::vector< damage_unit >::iterator begin()
Definition: damage.cpp:120
bool empty() const
Definition: damage.cpp:88
Default (or randomized) charges except if counted by charges then only one charge.
Definition: item.h:231
Definition: itype.h:836
static std::vector< vproto_id > get_all()
Definition: veh_type.cpp:1157

References vitamin::all(), item::ammo_capacity(), item::ammo_default(), item::ammo_set(), damage_instance::begin(), item::covers(), damage_instance::empty(), enumerate_as_string(), flag_VARSIZE(), g, get_body_part_token(), itype::gun, ranged::gun_engagement_moves(), item::has_flag(), Skill::ident(), recipe_subset::include(), item_controller, itype_id, units::legacy_volume_factor, init::load_core_bn_modfiles(), anonymous_namespace{overmap_location.cpp}::locations, item::magazine_default(), item::magazine_integral(), none, num_bp, item::put_in(), recipe_dict, item::set_flag(), Skill::skills, units::to_gram(), to_string(), damage_instance::total_damage(), iexamine::transform(), calendar::turn, and item::type.

◆ events()

event_bus & game::events ( )

Definition at line 2707 of file game.cpp.

2708{
2709 return *event_bus_ptr;
2710}
pimpl< event_bus > event_bus_ptr
Definition: game.h:952

References event_bus_ptr.

Referenced by cleanup_at_end(), and game().

◆ exam_vehicle()

void game::exam_vehicle ( vehicle veh,
point  cp = point_zero 
)

open vehicle interaction screen

Definition at line 4979 of file game.cpp.

4980{
4981 if( veh.magic ) {
4982 add_msg( m_info, _( "This is your %s" ), veh.name );
4983 return;
4984 }
4985 auto act = veh_interact::run( veh, c );
4986 if( act ) {
4987 u.moves = 0;
4989 }
4990}
static player_activity run(vehicle &veh, point p)
bool magic
Definition: vehicle.h:1891
constexpr double c
Definition: magic.cpp:1032
activity_id act
Definition: sounds.cpp:75

References _, act, add_msg(), Character::assign_activity(), c, m_info, vehicle::magic, Creature::moves, vehicle::name, veh_interact::run(), and u.

◆ examine() [1/2]

void game::examine ( )
private

Definition at line 5370 of file game.cpp.

5371{
5372 // if we are driving a vehicle, examine the
5373 // current tile without asking.
5374 const optional_vpart_position vp = m.veh_at( u.pos() );
5375 if( vp && vp->vehicle().player_in_control( u ) ) {
5376 examine( u.pos() );
5377 return;
5378 }
5379
5380 const std::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Examine where?" ),
5381 _( "There is nothing that can be examined nearby." ),
5382 ACTION_EXAMINE, false );
5383 if( !examp_ ) {
5384 return;
5385 }
5386 u.manual_examine = true;
5387 examine( *examp_ );
5388 u.manual_examine = false;
5389}
std::optional< tripoint > choose_adjacent_highlight(const std::string &message, const std::string &failure_message, const action_id action, bool allow_vertical)
Request player input of adjacent tile with highlighting, possibly on different z-level.
Definition: action.cpp:1042
@ ACTION_EXAMINE
Examine or pick up items from adjacent square.
Definition: action.h:101
void examine()
Definition: game.cpp:5370
bool manual_examine
Definition: player.h:249

References _, ACTION_EXAMINE, choose_adjacent_highlight(), examine(), m, player::manual_examine, Character::pos(), u, and map::veh_at().

Referenced by examine(), and handle_action().

◆ examine() [2/2]

void game::examine ( const tripoint p)
private

Definition at line 5458 of file game.cpp.

5459{
5460 if( disable_robot( examp ) ) {
5461 return;
5462 }
5463
5464 Creature *c = critter_at( examp );
5465 if( c != nullptr ) {
5466 monster *mon = dynamic_cast<monster *>( c );
5467 if( mon != nullptr ) {
5468 add_msg( _( "There is a %s." ), mon->get_name() );
5469 if( mon->has_effect( effect_pet ) && !u.is_mounted() ) {
5470 if( monexamine::pet_menu( *mon ) ) {
5471 return;
5472 }
5473 } else if( mon->has_flag( MF_RIDEABLE_MECH ) && !mon->has_effect( effect_pet ) ) {
5474 if( monexamine::mech_hack( *mon ) ) {
5475 return;
5476 }
5477 } else if( mon->has_flag( MF_PAY_BOT ) ) {
5478 if( monexamine::pay_bot( *mon ) ) {
5479 return;
5480 }
5481 } else if( mon->attitude_to( u ) == Creature::A_FRIENDLY && !u.is_mounted() ) {
5482 if( monexamine::mfriend_menu( *mon ) ) {
5483 return;
5484 }
5485 }
5486 } else if( u.is_mounted() ) {
5487 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5488 }
5489 npc *np = dynamic_cast<npc *>( c );
5490 if( np != nullptr && !u.is_mounted() ) {
5491 if( npc_menu( *np ) ) {
5492 return;
5493 }
5494 } else if( np != nullptr && u.is_mounted() ) {
5495 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5496 }
5497 }
5498
5499 const optional_vpart_position vp = m.veh_at( examp );
5500 if( vp && u.is_mounted() ) {
5501 if( !u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) ) {
5502 add_msg( m_warning, _( "You cannot interact with a vehicle while mounted." ) );
5503 } else {
5504 vp->vehicle().interact_with( examp, vp->part_index() );
5505 return;
5506 }
5507 } else if( vp && !u.is_mounted() ) {
5508 vp->vehicle().interact_with( examp, vp->part_index() );
5509 return;
5510 }
5511
5512 if( m.has_flag( "CONSOLE", examp ) && !u.is_mounted() ) {
5513 use_computer( examp );
5514 return;
5515 } else if( m.has_flag( "CONSOLE", examp ) && u.is_mounted() ) {
5516 add_msg( m_warning, _( "You cannot use a console while mounted." ) );
5517 }
5518 const furn_t &xfurn_t = m.furn( examp ).obj();
5519 const ter_t &xter_t = m.ter( examp ).obj();
5520
5521 const tripoint player_pos = u.pos();
5522
5523 if( m.has_furn( examp ) && !u.is_mounted() ) {
5524 xfurn_t.examine( u, examp );
5525 } else if( m.has_furn( examp ) && u.is_mounted() ) {
5526 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5527 } else {
5528 if( !u.is_mounted() ) {
5529 xter_t.examine( u, examp );
5530 } else if( u.is_mounted() && xter_t.examine == &iexamine::none ) {
5531 xter_t.examine( u, examp );
5532 } else {
5533 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5534 }
5535 }
5536
5537 // Did the player get moved? Bail out if so; our examp probably
5538 // isn't valid anymore.
5539 if( player_pos != u.pos() ) {
5540 return;
5541 }
5542
5543 bool none = true;
5544 if( xter_t.examine != &iexamine::none || xfurn_t.examine != &iexamine::none ) {
5545 none = false;
5546 }
5547
5548 if( !m.tr_at( examp ).is_null() && !u.is_mounted() ) {
5549 iexamine::trap( u, examp );
5550 } else if( !m.tr_at( examp ).is_null() && u.is_mounted() ) {
5551 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5552 }
5553
5554 // In case of teleport trap or somesuch
5555 if( player_pos != u.pos() ) {
5556 return;
5557 }
5558
5559 // Feedback for fire lasting time, this can be judged while mounted
5560 const std::string fire_fuel = get_fire_fuel_string( examp );
5561 if( !fire_fuel.empty() ) {
5562 add_msg( fire_fuel );
5563 }
5564
5565 if( m.has_flag( "SEALED", examp ) ) {
5566 if( none ) {
5567 if( m.has_flag( "UNSTABLE", examp ) ) {
5568 add_msg( _( "The %s is too unstable to remove anything." ), m.name( examp ) );
5569 } else {
5570 add_msg( _( "The %s is firmly sealed." ), m.name( examp ) );
5571 }
5572 }
5573 } else {
5574 //examp has no traps, is a container and doesn't have a special examination function
5575 if( m.tr_at( examp ).is_null() && m.i_at( examp ).empty() &&
5576 m.has_flag( "CONTAINER", examp ) && none ) {
5577 add_msg( _( "It is empty." ) );
5578 } else if( ( m.has_flag( TFLAG_FIRE_CONTAINER, examp ) &&
5579 xfurn_t.examine == &iexamine::fireplace ) ||
5580 xfurn_t.examine == &iexamine::workbench ||
5581 xfurn_t.examine == &iexamine::transform ) {
5582 return;
5583 } else {
5585 if( !u.is_mounted() ) {
5586 pickup::pick_up( examp, 0 );
5587 }
5588 }
5589 }
5590}
shared_ptr_fast< monster > mounted_creature
Definition: character.h:1581
@ A_FRIENDLY
Definition: creature.h:169
void use_computer(const tripoint &p)
Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.
Definition: game.cpp:4490
bool disable_robot(const tripoint &p)
If there is a robot (that can be disabled), query the player and try to disable it.
Definition: game.cpp:8619
bool npc_menu(npc &who)
Returns true if the menu handled stuff and player shouldn't do anything else.
Definition: game.cpp:5261
bool empty() const
Definition: item_stack.cpp:15
bool has_furn(const tripoint &p) const
Definition: map.cpp:1402
const trap & tr_at(const tripoint &p) const
Definition: map.cpp:5230
ter_id ter(const tripoint &p) const
Definition: map.cpp:1557
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: monster.cpp:1049
std::string get_name() const override
Definition: monster.cpp:488
static std::string get_fire_fuel_string(const tripoint &examp)
Definition: game.cpp:5391
@ TFLAG_FIRE_CONTAINER
Definition: mapdata.h:293
void fireplace(player &p, const tripoint &examp)
Definition: iexamine.cpp:2916
void workbench(player &p, const tripoint &examp)
Definition: iexamine.cpp:6194
void none(player &p, const tripoint &examp)
Nothing player can interact with here.
Definition: iexamine.cpp:252
void trap(player &p, const tripoint &examp)
Definition: iexamine.cpp:3815
bool pet_menu(monster &z)
Definition: monexamine.cpp:67
bool mech_hack(monster &z)
Definition: monexamine.cpp:428
bool mfriend_menu(monster &z)
Definition: monexamine.cpp:502
bool pay_bot(monster &z)
Definition: monexamine.cpp:461
void pick_up(const tripoint &p, int min, from_where get_items_from=prompt)
Pick up items; 'g' or ',' or via examine()
Definition: pickup.cpp:574
iexamine_function examine
Definition: mapdata.h:402
Definition: mapdata.h:461
bool is_null() const
Whether this is the null-traps, aka no trap at all.
Definition: trap.cpp:245

References _, Creature::A_FRIENDLY, add_msg(), monster::attitude_to(), c, critter_at(), disable_robot(), effect_pet, item_stack::empty(), map_data_common_t::examine, iexamine::fireplace(), map::furn(), get_fire_fuel_string(), monster::get_name(), Creature::has_effect(), map::has_flag(), monster::has_flag(), map::has_furn(), map::i_at(), Character::is_mounted(), trap::is_null(), m, m_warning, monexamine::mech_hack(), MF_PAY_BOT, MF_RIDEABLE_MECH, monexamine::mfriend_menu(), Character::mounted_creature, map::name(), none, iexamine::none(), npc_menu(), int_id< T >::obj(), monexamine::pay_bot(), monexamine::pet_menu(), pickup::pick_up(), Character::pos(), sounds::process_sound_markers(), map::ter(), TFLAG_FIRE_CONTAINER, map::tr_at(), iexamine::transform(), iexamine::trap(), u, use_computer(), map::veh_at(), and iexamine::workbench().

◆ extended_description()

void game::extended_description ( const tripoint p)

Long description of (visible) things at tile.

Definition at line 51 of file descriptions.cpp.

52{
54 const int top = 3;
55 int width = 0;
56 catacurses::window w_head;
57 catacurses::window w_main;
58 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
59 const int left = 0;
60 const int right = TERMX;
61 const int bottom = TERMY;
62 width = right - left;
63 const int height = bottom - top;
64 w_head = catacurses::newwin( top, TERMX, point_zero );
65 w_main = catacurses::newwin( height, width, point( left, top ) );
66 ui.position( point_zero, point( TERMX, TERMY ) );
67 } );
68 ui.mark_resize();
69
70 // Default to critter (if any), furniture (if any), then terrain.
72 if( seen_critter( *this, p ) != nullptr ) {
74 } else if( get_map().has_furn( p ) ) {
76 }
77
78 std::string action;
79 input_context ctxt( "EXTENDED_DESCRIPTION" );
80 ctxt.register_action( "CREATURE" );
81 ctxt.register_action( "FURNITURE" );
82 ctxt.register_action( "TERRAIN" );
83 ctxt.register_action( "CONFIRM" );
84 ctxt.register_action( "QUIT" );
85 ctxt.register_action( "HELP_KEYBINDINGS" );
86
87 ui.on_redraw( [&]( const ui_adaptor & ) {
88 werase( w_head );
90 _( "[%s] describe creatures, [%s] describe furniture, "
91 "[%s] describe terrain, [%s] close." ),
92 ctxt.get_desc( "CREATURE" ), ctxt.get_desc( "FURNITURE" ),
93 ctxt.get_desc( "TERRAIN" ), ctxt.get_desc( "QUIT" ) );
94
95 // Set up line drawings
96 for( int i = 0; i < TERMX; i++ ) {
97 mvwputch( w_head, point( i, top - 1 ), c_white, LINE_OXOX );
98 }
99
100 wnoutrefresh( w_head );
101
102 std::string desc;
103 // Allow looking at invisible tiles - player may want to examine hallucinations etc.
104 switch( cur_target ) {
106 const Creature *critter = seen_critter( *this, p );
107 if( critter != nullptr ) {
108 desc = critter->extended_description();
109 } else {
110 desc = _( "You do not see any creature here." );
111 }
112 }
113 break;
115 if( !u.sees( p ) || !m.has_furn( p ) ) {
116 desc = _( "You do not see any furniture here." );
117 } else {
118 const furn_id fid = m.furn( p );
119 if( display_mod_source ) {
120 const std::string mod_src = enumerate_as_string( fid->src.begin(),
121 fid->src.end(), []( const std::pair<furn_str_id, mod_id> &source ) {
122 return string_format( "'%s'", source.second->name() );
124 desc = string_format( _( "Origin: %s\n" ), mod_src );
125 }
126 if( display_object_ids ) {
127 desc += colorize( string_format( "[%s]\n", fid.id() ), c_light_blue );
128 }
129 desc += fid.obj().extended_description();
130 }
131 break;
133 if( !u.sees( p ) ) {
134 desc = _( "You can't see the terrain here." );
135 } else {
136 const ter_id tid = m.ter( p );
137 if( display_mod_source ) {
138 const std::string mod_src = enumerate_as_string( tid->src.begin(),
139 tid->src.end(), []( const std::pair<ter_str_id, mod_id> &source ) {
140 return string_format( "'%s'", source.second->name() );
142 desc = string_format( _( "Origin: %s\n" ), mod_src );
143 }
144 if( display_object_ids ) {
145 desc += colorize( string_format( "[%s]\n", tid.id() ), c_light_blue );
146 }
147 desc += tid.obj().extended_description();
148 }
149 break;
150 }
151
152 std::string signage = m.get_signage( p );
153 if( !signage.empty() ) {
154 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
155 desc += u.has_trait( trait_ILLITERATE ) ? _( "\nSign: ???" ) : string_format( _( "\nSign: %s" ),
156 signage );
157 }
158
159 werase( w_main );
160 fold_and_print_from( w_main, point_zero, width, 0, c_light_gray, desc );
161 wnoutrefresh( w_main );
162 } );
163
164 do {
166 action = ctxt.handle_input();
167 if( action == "CREATURE" ) {
168 cur_target = description_target::creature;
169 } else if( action == "FURNITURE" ) {
171 } else if( action == "TERRAIN" ) {
172 cur_target = description_target::terrain;
173 }
174 } while( action != "CONFIRM" && action != "QUIT" );
175}
bool display_object_ids
Display internal IDs for items, furniture, terrain and monsters.
bool display_mod_source
Display mod source for items, furniture, terrain and monsters.
virtual std::string extended_description() const =0
friend map & get_map()
Definition: map.cpp:147
const string_id< T > & id() const
Definition: ammo_effect.cpp:33
std::string get_signage(const tripoint &p) const
Definition: map.cpp:4092
std::string colorize(const std::string &text, const nc_color &color)
Definition: color.cpp:669
static const trait_id trait_ILLITERATE("ILLITERATE")
static const Creature * seen_critter(const game &g, const tripoint &p)
description_target
int fold_and_print_from(const catacurses::window &w, point begin, int width, int begin_line, const nc_color &base_color, const std::string &text)
Like fold_and_print, but starts the output with the N-th line of the folded string.
Definition: output.cpp:311
std::vector< std::pair< furn_str_id, mod_id > > src
Definition: mapdata.h:498
std::string extended_description() const
std::vector< std::pair< ter_str_id, mod_id > > src
Definition: mapdata.h:463

References _, action, arrow, c_light_blue, c_light_gray, c_white, colorize(), creature, display_mod_source, display_object_ids, enumerate_as_string(), map_data_common_t::extended_description(), Creature::extended_description(), fold_and_print_from(), map::furn(), furniture, input_context::get_desc(), get_map, map::get_signage(), input_context::handle_input(), map::has_furn(), Character::has_trait(), int_id< T >::id(), left, LINE_OXOX, m, mvwprintz(), mvwputch(), catacurses::newwin(), int_id< T >::obj(), point_zero, ui_manager::redraw(), input_context::register_action(), right, seen_critter(), Character::sees(), ter_t::src, furn_t::src, string_format(), map::ter(), TERMX, TERMY, terrain, trait_ILLITERATE, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by look_around().

◆ find_nearby_items()

std::vector< map_item_stack > game::find_nearby_items ( int  iRadius)
private

Definition at line 6914 of file game.cpp.

6915{
6916 std::map<std::string, map_item_stack> temp_items;
6917 std::vector<map_item_stack> ret;
6918 std::vector<std::string> item_order;
6919
6920 if( u.is_blind() ) {
6921 return ret;
6922 }
6923
6924 int range = fov_3d ? ( fov_3d_z_range * 2 ) + 1 : 1;
6925 int center_z = u.pos().z;
6926
6927 for( int i = 1; i <= range; i++ ) {
6928 int z = i % 2 ? center_z - i / 2 : center_z + i / 2;
6929 for( auto &points_p_it : closest_points_first( {u.pos().xy(), z}, iRadius ) ) {
6930 if( points_p_it.y >= u.posy() - iRadius && points_p_it.y <= u.posy() + iRadius &&
6931 u.sees( points_p_it ) &&
6932 m.sees_some_items( points_p_it, u ) ) {
6933
6934 for( auto &elem : m.i_at( points_p_it ) ) {
6935 const std::string name = elem.tname();
6936 const tripoint relative_pos = points_p_it - u.pos();
6937
6938 if( std::find( item_order.begin(), item_order.end(), name ) == item_order.end() ) {
6939 item_order.push_back( name );
6940 temp_items[name] = map_item_stack( &elem, relative_pos );
6941 } else {
6942 temp_items[name].add_at_pos( &elem, relative_pos );
6943 }
6944 }
6945 }
6946 }
6947 }
6948
6949 for( auto &elem : item_order ) {
6950 ret.push_back( temp_items[elem] );
6951 }
6952
6953 return ret;
6954}
int fov_3d_z_range
3D FoV range, in Z levels, in both directions.
bool fov_3d
3D FoV enabled/disabled.
bool is_blind() const
Returns true if the player isn't able to see.
Definition: character.cpp:6239
std::vector< coords::coord_point< Point, Origin, Scale > > closest_points_first(const coords::coord_point< Point, Origin, Scale > &loc, int min_dist, int max_dist)
Definition: coordinates.h:596

References closest_points_first(), detail::find(), fov_3d, fov_3d_z_range, map::i_at(), Character::is_blind(), m, om_direction::name(), Character::pos(), Character::posy(), cata::hash64_detail::ret, Character::sees(), map::sees_some_items(), u, and tripoint::z.

Referenced by list_items_monsters().

◆ find_npc()

npc * game::find_npc ( character_id  id)

Find the npc with the given ID.

Returns NULL if the npc could not be found. Searches all loaded overmaps.

Definition at line 1869 of file game.cpp.

1870{
1871 return overmap_buffer.find_npc( id ).get();
1872}

References overmapbuffer::find_npc(), and overmap_buffer.

Referenced by critter_by_id().

◆ find_or_make_stairs()

std::optional< tripoint > game::find_or_make_stairs ( map mp,
int  z_after,
bool &  rope_ladder,
bool  peeking 
)

Returns the other end of the stairs (if any).

May query, affect u etc.

Definition at line 10407 of file game.cpp.

10409{
10410 const int omtilesz = SEEX * 2;
10411 real_coords rc( m.getabs( point( u.posx(), u.posy() ) ) );
10412 tripoint omtile_align_start( m.getlocal( rc.begin_om_pos() ), z_after );
10413 tripoint omtile_align_end( omtile_align_start + point( -1 + omtilesz, -1 + omtilesz ) );
10414
10415 // Try to find the stairs.
10416 std::optional<tripoint> stairs;
10417 int best = INT_MAX;
10418 const int movez = z_after - get_levz();
10419 const bool going_down_1 = movez == -1;
10420 const bool going_up_1 = movez == 1;
10421 // If there are stairs on the same x and y as we currently are, use those
10422 if( going_down_1 && mp.has_flag( TFLAG_GOES_UP, u.pos() + tripoint_below ) ) {
10423 stairs.emplace( u.pos() + tripoint_below );
10424 }
10425 if( going_up_1 && mp.has_flag( TFLAG_GOES_DOWN, u.pos() + tripoint_above ) ) {
10426 stairs.emplace( u.pos() + tripoint_above );
10427 }
10428 // We did not find stairs directly above or below, so search the map for them
10429 if( !stairs.has_value() ) {
10430 for( const tripoint &dest : m.points_in_rectangle( omtile_align_start, omtile_align_end ) ) {
10431 if( rl_dist( u.pos(), dest ) <= best &&
10432 ( ( going_down_1 && mp.has_flag( TFLAG_GOES_UP, dest ) ) ||
10433 ( going_up_1 && ( mp.has_flag( TFLAG_GOES_DOWN, dest ) ||
10434 mp.ter( dest ) == t_manhole_cover ) ) ||
10435 ( ( movez == 2 || movez == -2 ) && mp.ter( dest ) == t_elevator ) ) ) {
10436 stairs.emplace( dest );
10437 best = rl_dist( u.pos(), dest );
10438 }
10439 }
10440 }
10441
10442 if( stairs.has_value() ) {
10443 if( Creature *blocking_creature = critter_at( stairs.value() ) ) {
10444 npc *guy = dynamic_cast<npc *>( blocking_creature );
10445 monster *mon = dynamic_cast<monster *>( blocking_creature );
10446 bool would_move = ( guy && !guy->is_enemy() ) || ( mon && mon->friendly == -1 );
10447 bool can_displace = find_empty_spot_nearby( *stairs ).has_value();
10448 std::string cr_name = blocking_creature->get_name();
10449 std::string msg;
10450 if( guy ) {
10451 //~ %s is the name of hostile NPC
10452 msg = string_format( _( "%s is in the way!" ), cr_name );
10453 } else {
10454 //~ %s is some monster
10455 msg = string_format( _( "There's a %s in the way!" ), cr_name );
10456 }
10457
10458 if( ( peeking && !would_move ) || !can_displace || ( !would_move && !query_yn(
10459 //~ %s is a warning about monster/hostile NPC in the way, e.g. "There's a zombie in the way!"
10460 _( "%s Attempt to push past? You may have to fight your way back up." ), msg ) ) ) {
10461 add_msg( msg );
10462 return std::nullopt;
10463 }
10464 }
10465 return stairs;
10466 }
10467
10468 // No stairs found! Try to make some
10469 rope_ladder = false;
10470 stairs.emplace( u.pos() );
10471 stairs->z = z_after;
10472 // Check the destination area for lava.
10473 if( mp.ter( *stairs ) == t_lava ) {
10474 if( movez < 0 &&
10475 !query_yn(
10476 _( "There is a LOT of heat coming out of there, even the stairs have melted away. Jump down? You won't be able to get back up." ) ) ) {
10477 return std::nullopt;
10478 } else if( movez > 0 &&
10479 !query_yn(
10480 _( "There is a LOT of heat coming out of there. Push through the half-molten rocks and ascend? You will not be able to get back down." ) ) ) {
10481 return std::nullopt;
10482 }
10483
10484 return stairs;
10485 }
10486
10487 if( movez > 0 ) {
10488 if( !mp.has_flag( "GOES_DOWN", *stairs ) ) {
10489 if( !query_yn( _( "You may be unable to return back down these stairs. Continue up?" ) ) ) {
10490 return std::nullopt;
10491 }
10492 }
10493 // Manhole covers need this to work
10494 // Maybe require manhole cover here and fail otherwise?
10495 return stairs;
10496 }
10497
10498 if( mp.impassable( *stairs ) ) {
10499 popup( _( "Halfway down, the way down becomes blocked off." ) );
10500 return std::nullopt;
10501 }
10502
10503 if( u.has_trait( trait_id( "WEB_RAPPEL" ) ) ) {
10504 if( query_yn( _( "There is a sheer drop halfway down. Web-descend?" ) ) ) {
10505 rope_ladder = true;
10506 if( ( rng( 4, 8 ) ) < u.get_skill_level( skill_dodge ) ) {
10507 add_msg( _( "You attach a web and dive down headfirst, flipping upright and landing on your feet." ) );
10508 } else {
10509 add_msg( _( "You securely web up and work your way down, lowering yourself safely." ) );
10510 }
10511 } else {
10512 return std::nullopt;
10513 }
10514 } else if( u.has_trait( trait_VINES2 ) || u.has_trait( trait_VINES3 ) ) {
10515 if( query_yn( _( "There is a sheer drop halfway down. Use your vines to descend?" ) ) ) {
10516 if( u.has_trait( trait_VINES2 ) ) {
10517 if( query_yn( _( "Detach a vine? It'll hurt, but you'll be able to climb back up…" ) ) ) {
10518 rope_ladder = true;
10519 add_msg( m_bad, _( "You descend on your vines, though leaving a part of you behind stings." ) );
10520 u.mod_pain( 5 );
10521 u.apply_damage( nullptr, bodypart_id( "torso" ), 5 );
10522 u.mod_stored_nutr( 10 );
10523 u.mod_thirst( 10 );
10524 } else {
10525 add_msg( _( "You gingerly descend using your vines." ) );
10526 }
10527 } else {
10528 add_msg( _( "You effortlessly lower yourself and leave a vine rooted for future use." ) );
10529 rope_ladder = true;
10530 u.mod_stored_nutr( 10 );
10531 u.mod_thirst( 10 );
10532 }
10533 } else {
10534 return std::nullopt;
10535 }
10536 } else if( u.has_amount( itype_grapnel, 1 ) ) {
10537 if( query_yn( _( "There is a sheer drop halfway down. Climb your grappling hook down?" ) ) ) {
10538 rope_ladder = true;
10540 } else {
10541 return std::nullopt;
10542 }
10543 } else if( u.has_amount( itype_rope_30, 1 ) ) {
10544 if( query_yn( _( "There is a sheer drop halfway down. Climb your rope down?" ) ) ) {
10545 rope_ladder = true;
10547 } else {
10548 return std::nullopt;
10549 }
10550 } else if( !query_yn( _( "There is a sheer drop halfway down. Jump?" ) ) ) {
10551 return std::nullopt;
10552 }
10553
10554 return stairs;
10555}
int_id< body_part_type > bodypart_id
Definition: bodypart.h:23
void mod_pain(int npain) override
Modifies a pain value by player traits before passing it to Creature::mod_pain()
Definition: character.cpp:753
void apply_damage(Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
Actually hurt the player, hurts a body_part directly, no armor reduction.
Definition: character.cpp:8360
std::list< item > use_amount(itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: character.cpp:9587
virtual void mod_thirst(int nthirst)
Definition: character.cpp:4405
virtual void mod_stored_nutr(int nnutr)
Definition: character.cpp:4295
int get_skill_level(const skill_id &ident) const
Definition: character.cpp:3320
tripoint getlocal(const tripoint &p) const
Inverse of getabs.
Definition: map.cpp:8372
bool impassable(const tripoint &p) const
Definition: map.cpp:1854
tripoint_range< tripoint > points_in_rectangle(const tripoint &from, const tripoint &to) const
Definition: map.cpp:8701
bool is_enemy() const
Definition: npc.cpp:2059
static const trait_id trait_VINES2("VINES2")
static const skill_id skill_dodge("dodge")
static std::optional< tripoint > find_empty_spot_nearby(const tripoint &pos)
Definition: game.cpp:9943
static const itype_id itype_rope_30("rope_30")
static const itype_id itype_grapnel("grapnel")
static const trait_id trait_VINES3("VINES3")
ter_id t_manhole_cover
Definition: mapdata.cpp:722
ter_id t_lava
Definition: mapdata.cpp:697
ter_id t_elevator
Definition: mapdata.cpp:725
@ TFLAG_GOES_DOWN
Definition: mapdata.h:308
@ TFLAG_GOES_UP
Definition: mapdata.h:309
static constexpr tripoint tripoint_below
Definition: point.h:281
static constexpr tripoint tripoint_above
Definition: point.h:280

References _, add_msg(), Character::apply_damage(), real_coords::begin_om_pos(), critter_at(), find_empty_spot_nearby(), monster::friendly, get_levz(), Character::get_skill_level(), map::getabs(), map::getlocal(), visitable< T >::has_amount(), map::has_flag(), Character::has_trait(), map::impassable(), npc::is_enemy(), itype_grapnel, itype_rope_30, m, m_bad, Character::mod_pain(), Character::mod_stored_nutr(), Character::mod_thirst(), map::points_in_rectangle(), popup(), Character::pos(), Character::posx(), Character::posy(), query_yn(), rl_dist(), rng(), SEEX, skill_dodge, string_format(), t_elevator, t_lava, t_manhole_cover, map::ter(), TFLAG_GOES_DOWN, TFLAG_GOES_UP, trait_VINES2, trait_VINES3, tripoint_above, tripoint_below, u, and Character::use_amount().

Referenced by vertical_move().

◆ fling_creature()

void game::fling_creature ( Creature c,
const units::angle dir,
float  flvel,
bool  controlled = false 
)

Flings the input creature in the given direction.

Definition at line 9746 of file game.cpp.

9747{
9748 if( c == nullptr ) {
9749 debugmsg( "game::fling_creature invoked on null target" );
9750 return;
9751 }
9752
9753 if( c->is_dead_state() ) {
9754 // Flinging a corpse causes problems, don't enable without testing
9755 return;
9756 }
9757
9758 if( c->is_hallucination() ) {
9759 // Don't fling hallucinations
9760 return;
9761 }
9762
9763 bool thru = true;
9764 const bool is_u = ( c == &u );
9765 // Don't animate critters getting bashed if animations are off
9766 const bool animate = is_u || get_option<bool>( "ANIMATIONS" );
9767
9768 player *p = dynamic_cast<player *>( c );
9769
9770 tileray tdir( dir );
9771 int range = flvel / 10;
9772 tripoint pt = c->pos();
9773 tripoint prev_point = pt;
9774 bool force_next = false;
9775 tripoint next_forced;
9776 while( range > 0 ) {
9777 c->set_underwater( false );
9778 // TODO: Check whenever it is actually in the viewport
9779 // or maybe even just redraw the changed tiles
9780 bool seen = is_u || u.sees( *c ); // To avoid redrawing when not seen
9781 if( force_next ) {
9782 pt = next_forced;
9783 force_next = false;
9784 } else {
9785 tdir.advance();
9786 pt.x = c->posx() + tdir.dx();
9787 pt.y = c->posy() + tdir.dy();
9788 }
9789 float force = 0;
9790
9791 if( m.obstructed_by_vehicle_rotation( prev_point, pt ) ) {
9792 //We process the intervening tile on this iteration and then the current tile on the next
9793 next_forced = pt;
9794 force_next = true;
9795 if( one_in( 2 ) ) {
9796 pt.x = prev_point.x;
9797 } else {
9798 pt.y = prev_point.y;
9799 }
9800 }
9801
9802
9803 if( monster *const mon_ptr = critter_at<monster>( pt ) ) {
9804 monster &critter = *mon_ptr;
9805 // Approximate critter's "stopping power" with its max hp
9806 force = std::min<float>( 1.5f * critter.type->hp, flvel );
9807 const int damage = rng( force, force * 2.0f ) / 6;
9808 c->impact( damage, pt );
9809 // Multiply zed damage by 6 because no body parts
9810 const int zed_damage = std::max( 0,
9811 ( damage - critter.get_armor_bash( bodypart_id( "torso" ) ) ) * 6 );
9812 // TODO: Pass the "flinger" here - it's not the flung critter that deals damage
9813 critter.apply_damage( c, bodypart_id( "torso" ), zed_damage );
9814 critter.check_dead_state();
9815 if( !critter.is_dead() ) {
9816 thru = false;
9817 }
9818 } else if( m.impassable( pt ) ) {
9819 if( !m.veh_at( pt ).obstacle_at_part() ) {
9820 force = std::min<float>( m.bash_strength( pt ), flvel );
9821 } else {
9822 // No good way of limiting force here
9823 // Keep it 1 less than maximum to make the impact hurt
9824 // but to keep the target flying after it
9825 force = flvel - 1;
9826 }
9827 const int damage = rng( force, force * 2.0f ) / 9;
9828 c->impact( damage, pt );
9829 if( m.is_bashable( pt ) ) {
9830 // Only go through if we successfully make the tile passable
9831 m.bash( pt, flvel );
9832 thru = m.passable( pt );
9833 } else {
9834 thru = false;
9835 }
9836 }
9837
9838 // If the critter dies during flinging, moving it around causes debugmsgs
9839 if( c->is_dead_state() ) {
9840 return;
9841 }
9842
9843 flvel -= force;
9844 if( thru ) {
9845 if( p != nullptr ) {
9846 if( p->in_vehicle ) {
9847 m.unboard_vehicle( p->pos() );
9848 }
9849 // If we're flinging the player around, make sure the map stays centered on them.
9850 if( is_u ) {
9851 update_map( pt.x, pt.y );
9852 } else {
9853 p->setpos( pt );
9854 }
9855 } else if( !critter_at( pt ) ) {
9856 // Dying monster doesn't always leave an empty tile (blob spawning etc.)
9857 // Just don't setpos if it happens - next iteration will do so
9858 // or the monster will stop a tile before the unpassable one
9859 c->setpos( pt );
9860 }
9861 } else {
9862 // Don't zero flvel - count this as slamming both the obstacle and the ground
9863 // although at lower velocity
9864 break;
9865 }
9866 //Vehicle wall tiles don't count for range
9867 if( !force_next ) {
9868 range--;
9869 }
9870 prev_point = pt;
9871 if( animate && ( seen || u.sees( *c ) ) ) {
9876 }
9877 }
9878
9879 // Fall down to the ground - always on the last reached tile
9880 if( !m.has_flag( "SWIMMABLE", c->pos() ) ) {
9881 const trap_id trap_under_creature = m.tr_at( c->pos() ).loadid;
9882 // Didn't smash into a wall or a floor so only take the fall damage
9883 if( thru && trap_under_creature == tr_ledge ) {
9884 m.creature_on_trap( *c, false );
9885 } else {
9886 // Fall on ground
9887 int force = rng( flvel, flvel * 2 ) / 9;
9888 if( controlled ) {
9889 force = std::max( force / 2 - 5, 0 );
9890 }
9891 if( force > 0 ) {
9892 int dmg = c->impact( force, c->pos() );
9893 // TODO: Make landing damage the floor
9894 m.bash( c->pos(), dmg / 4, false, false, false );
9895 }
9896 // Always apply traps to creature i.e. bear traps, tele traps etc.
9897 m.creature_on_trap( *c, false );
9898 }
9899 } else {
9900 c->set_underwater( true );
9901 if( is_u ) {
9902 if( controlled ) {
9903 add_msg( _( "You dive into water." ) );
9904 } else {
9905 add_msg( m_warning, _( "You fall into water." ) );
9906 }
9907 }
9908 }
9909}
void setpos(const tripoint &p) override
Definition: character.h:804
void check_dead_state()
This function checks the creatures is_dead_state and (if true) calls die.
Definition: creature.cpp:1872
point update_map(player &p)
Definition: game.cpp:10634
void pump_events()
Resize & refresh if necessary, process all pending window events, and ignore keypresses.
int bash_strength(const tripoint &p, bool allow_floor=false) const
Returns max_str of the furniture or terrain at p.
Definition: map.cpp:2536
bool obstructed_by_vehicle_rotation(const tripoint &from, const tripoint &to) const
Checks if a rotated vehicle is blocking diagonal movement, tripoints must be adjacent.
Definition: map.cpp:6588
bash_results bash(const tripoint &p, int str, bool silent=false, bool destroy=false, bool bash_floor=false, const vehicle *bashing_vehicle=nullptr)
Returns a pair where first is whether anything was smashed and second is if it was destroyed.
Definition: map.cpp:3617
void unboard_vehicle(const vpart_reference &, Character *passenger, bool dead_passenger=false)
Definition: map.cpp:1140
bool is_bashable(const tripoint &p, bool allow_floor=false) const
Returns true if there is a bashable vehicle part or the furn/terrain is bashable at p.
Definition: map.cpp:2501
void creature_on_trap(Creature &critter, bool may_avoid=true)
Apply trap effects to the creature, similar to creature_in_field.
Definition: map.cpp:8578
bool passable(const tripoint &p) const
Definition: map.cpp:1859
int get_armor_bash(bodypart_id bp) const override
Definition: monster.cpp:1888
bool is_dead() const
Definition: monster.cpp:2780
void apply_damage(Creature *source, bodypart_id bp, int dam, bool bypass_med=false) override
Definition: monster.cpp:1669
std::optional< vpart_reference > obstacle_at_part() const
Definition: vehicle.cpp:2494
Definition: player.h:84
static const trap_str_id tr_ledge("tr_ledge")
void redraw_invalidated()
Redraw all invalidated windows without invalidating the top window.
Definition: ui_manager.cpp:394
int hp
Definition: mtype.h:270
trap_id loadid
Definition: trap.h:88
int y
Definition: point.h:137
int x
Definition: point.h:136

References _, add_msg(), tileray::advance(), monster::apply_damage(), map::bash(), map::bash_strength(), c, Creature::check_dead_state(), map::creature_on_trap(), critter_at(), debugmsg, tileray::dx(), tileray::dy(), monster::get_armor_bash(), map::has_flag(), mtype::hp, map::impassable(), Character::in_vehicle, inp_mngr, invalidate_main_ui_adaptor(), map::is_bashable(), monster::is_dead(), trap::loadid, m, m_warning, optional_vpart_position::obstacle_at_part(), map::obstructed_by_vehicle_rotation(), one_in(), map::passable(), Character::pos(), input_manager::pump_events(), ui_manager::redraw_invalidated(), refresh_display(), rng(), Character::sees(), Character::setpos(), map::tr_at(), tr_ledge, monster::type, u, map::unboard_vehicle(), update_map(), map::veh_at(), tripoint::x, and tripoint::y.

Referenced by moving_vehicle_dismount().

◆ forced_door_closing()

bool game::forced_door_closing ( const tripoint p,
const ter_id door_type,
int  bash_dmg 
)

Definition at line 4992 of file game.cpp.

4993{
4994 const auto valid_location = [&]( const tripoint & p ) {
4995 return g->is_empty( p );
4996 };
4997 const auto get_random_point = [&]() -> tripoint {
4998 if( auto pos = random_point( m.points_in_radius( p, 2 ), valid_location ) )
4999 {
5000 return p * 2 - ( *pos );
5001 } else
5002 {
5003 return p;
5004 }
5005 };
5006
5007 const std::string &door_name = door_type.obj().name();
5008 const tripoint kbp = get_random_point();
5009
5010 // can't pushback any creatures/items anywhere, that means the door can't close.
5011 const bool cannot_push = kbp == p;
5012 const bool can_see = u.sees( p );
5013
5014 player *npc_or_player = critter_at<player>( p, false );
5015 if( npc_or_player != nullptr ) {
5016 if( bash_dmg <= 0 ) {
5017 return false;
5018 }
5019 if( npc_or_player->is_npc() && can_see ) {
5020 add_msg( _( "The %1$s hits the %2$s." ), door_name, npc_or_player->name );
5021 } else if( npc_or_player->is_player() ) {
5022 add_msg( m_bad, _( "The %s hits you." ), door_name );
5023 }
5024 if( npc_or_player->activity ) {
5025 npc_or_player->cancel_activity();
5026 }
5027 // TODO: make the npc angry?
5028 npc_or_player->hitall( bash_dmg, 0, nullptr );
5029 if( cannot_push ) {
5030 return false;
5031 }
5032 // TODO implement who was closing the door and replace nullptr
5033 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1, nullptr );
5034 // TODO: perhaps damage/destroy the gate
5035 // if the npc was really big?
5036 }
5037 if( monster *const mon_ptr = critter_at<monster>( p ) ) {
5038 monster &critter = *mon_ptr;
5039 if( bash_dmg <= 0 ) {
5040 return false;
5041 }
5042 if( can_see ) {
5043 add_msg( _( "The %1$s hits the %2$s." ), door_name, critter.name() );
5044 }
5045 if( critter.type->size <= MS_SMALL ) {
5046 critter.die_in_explosion( nullptr );
5047 } else {
5048 critter.apply_damage( nullptr, bodypart_id( "torso" ), bash_dmg );
5049 critter.check_dead_state();
5050 }
5051 if( !critter.is_dead() && critter.type->size >= MS_HUGE ) {
5052 // big critters simply prevent the gate from closing
5053 // TODO: perhaps damage/destroy the gate
5054 // if the critter was really big?
5055 return false;
5056 }
5057 if( !critter.is_dead() ) {
5058 // Still alive? Move the critter away so the door can close
5059 if( cannot_push ) {
5060 return false;
5061 }
5062 // TODO implement who was closing the door and replace nullptr
5063 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1, nullptr );
5064 if( critter_at( p ) ) {
5065 return false;
5066 }
5067 }
5068 }
5069 if( const optional_vpart_position vp = m.veh_at( p ) ) {
5070 if( bash_dmg <= 0 ) {
5071 return false;
5072 }
5073 vp->vehicle().damage( vp->part_index(), bash_dmg );
5074 if( m.veh_at( p ) ) {
5075 // Check again in case all parts at the door tile
5076 // have been destroyed, if there is still a vehicle
5077 // there, the door can not be closed
5078 return false;
5079 }
5080 }
5081 if( bash_dmg < 0 && !m.i_at( p ).empty() ) {
5082 return false;
5083 }
5084 if( bash_dmg == 0 ) {
5085 for( auto &elem : m.i_at( p ) ) {
5086 if( elem.made_of( LIQUID ) ) {
5087 // Liquids are OK, will be destroyed later
5088 continue;
5089 } else if( elem.volume() < 250_ml ) {
5090 // Dito for small items, will be moved away
5091 continue;
5092 }
5093 // Everything else prevents the door from closing
5094 return false;
5095 }
5096 }
5097
5098 m.ter_set( p, door_type );
5099 if( m.has_flag( "NOITEM", p ) ) {
5100 map_stack items = m.i_at( p );
5101 for( map_stack::iterator it = items.begin(); it != items.end(); ) {
5102 if( it->made_of( LIQUID ) ) {
5103 it = items.erase( it );
5104 continue;
5105 }
5106 if( it->made_of( material_id( "glass" ) ) && one_in( 2 ) ) {
5107 if( can_see ) {
5108 add_msg( m_warning, _( "A %s shatters!" ), it->tname() );
5109 } else {
5110 add_msg( m_warning, _( "Something shatters!" ) );
5111 }
5112 it = items.erase( it );
5113 continue;
5114 }
5115 if( cannot_push ) {
5116 return false;
5117 }
5118 m.add_item_or_charges( kbp, *it );
5119 it = items.erase( it );
5120 }
5121 }
5122 return true;
5123}
int hitall(int dam, int vary, Creature *source)
Harms all body parts for dam, with armor reduction.
Definition: character.cpp:8637
void knockback(const tripoint &s, const tripoint &t, int force, int stun, int dam_mult, Creature *source)
Definition: game.cpp:4231
iterator erase(const_iterator it) override
Definition: map.cpp:153
bool ter_set(const tripoint &p, const ter_id &new_terrain)
Definition: map.cpp:1698
void die_in_explosion(Creature *source)
Definition: monster.cpp:1683
bool is_npc() const override
Definition: player.h:103
bool is_player() const override
Definition: player.h:93
@ MS_SMALL
Definition: creature.h:59
@ MS_HUGE
Definition: creature.h:62
@ LIQUID
Definition: enums.h:175
std::optional< tripoint > random_point(const map &m, const std::function< bool(const tripoint &)> &predicate)
Same as other random_point with a range enclosing all valid points of the map.
std::string name() const
Definition: mapdata.cpp:513
m_size size
Definition: mtype.h:262

References _, Character::activity, map::add_item_or_charges(), add_msg(), monster::apply_damage(), item_stack::begin(), Character::cancel_activity(), Creature::check_dead_state(), critter_at(), monster::die_in_explosion(), item_stack::empty(), item_stack::end(), map_stack::erase(), g, map::has_flag(), Character::hitall(), map::i_at(), monster::is_dead(), player::is_npc(), player::is_player(), knockback(), LIQUID, m, m_bad, m_warning, MS_HUGE, MS_SMALL, Character::name, map_data_common_t::name(), monster::name(), int_id< T >::obj(), one_in(), map::points_in_radius(), random_point(), Character::sees(), mtype::size, map::ter_set(), monster::type, u, and map::veh_at().

◆ gametype()

special_game_type game::gametype ( ) const

Definition at line 535 of file game.cpp.

536{
538}

References gamemode, and NONE.

◆ get_creature_if()

Creature * game::get_creature_if ( const std::function< bool(const Creature &)> &  pred)

Returns a creature matching a predicate.

Only living (not dead) creatures are checked. Returns nullptr if no creature matches the predicate. There is no guarantee which creature is returned when several creatures match.

Definition at line 11982 of file game.cpp.

11983{
11984 for( Creature &critter : all_creatures() ) {
11985 if( pred( critter ) ) {
11986 return &critter;
11987 }
11988 }
11989 return nullptr;
11990}

References all_creatures().

◆ get_creatures_if()

std::vector< Creature * > game::get_creatures_if ( const std::function< bool(const Creature &)> &  pred)

Returns all creatures matching a predicate.

Only living ( not dead ) creatures are checked ( and returned ). Returned pointers are never null.

Definition at line 11892 of file game.cpp.

11894{
11895 std::vector<Creature *> result;
11896 for( Creature &critter : all_creatures() ) {
11897 if( pred( critter ) ) {
11898 result.push_back( &critter );
11899 }
11900 }
11901 return result;
11902}

References all_creatures().

◆ get_cur_om()

overmap & game::get_cur_om ( ) const

The overmap which contains the center submap of the reality bubble.

Definition at line 11872 of file game.cpp.

11873{
11874 // The player is located in the middle submap of the map.
11876 const tripoint pos_om = sm_to_om_copy( sm );
11877 // TODO: fix point types
11878 return overmap_buffer.get( point_abs_om( pos_om.xy() ) );
11879}
tripoint get_abs_sub() const
return abs_sub
Definition: map.cpp:8382
overmap & get(const point_abs_om &)
Uses overmap coordinates, that means x and y are directly compared with the position of the overmap.
point sm_to_om_copy(point p)
coords::coord_point< point, coords::origin::abs, coords::om > point_abs_om
Definition: coordinates.h:483
static constexpr int HALF_MAPSIZE
constexpr scale sm
Definition: coordinates.h:31

References overmapbuffer::get(), map::get_abs_sub(), HALF_MAPSIZE, m, overmap_buffer, coords::sm, sm_to_om_copy(), and tripoint::xy().

Referenced by start_game().

◆ get_dangerous_tile()

std::vector< std::string > game::get_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8703 of file game.cpp.

8704{
8705 std::vector<std::string> harmful_stuff;
8706 const auto fields_here = m.field_at( u.pos() );
8707 for( const auto &e : m.field_at( dest_loc ) ) {
8708 // warn before moving into a dangerous field except when already standing within a similar field
8709 if( u.is_dangerous_field( e.second ) && fields_here.find_field( e.first ) == nullptr ) {
8710 harmful_stuff.push_back( e.second.name() );
8711 }
8712 }
8713
8714 if( !u.is_blind() ) {
8715 const trap &tr = m.tr_at( dest_loc );
8716 const bool boardable = static_cast<bool>( m.veh_at( dest_loc ).part_with_feature( "BOARDABLE",
8717 true ) );
8718 // HACK: Hack for now, later ledge should stop being a trap
8719 // Note: in non-z-level mode, ledges obey different rules and so should be handled as regular traps
8720 if( tr.loadid == tr_ledge && m.has_zlevels() ) {
8721 if( !boardable ) {
8722 harmful_stuff.emplace_back( tr.name() );
8723 }
8724 } else if( tr.can_see( dest_loc, u ) && !tr.is_benign() && !boardable ) {
8725 harmful_stuff.emplace_back( tr.name() );
8726 }
8727
8728 static const std::set< body_part > sharp_bps = {
8731 };
8732
8733 const auto sharp_bp_check = [this]( body_part bp ) {
8734 return character_funcs::is_bp_immune_to( u, bp, { DT_CUT, 10 } );
8735 };
8736
8737 if( m.has_flag( "ROUGH", dest_loc ) && !m.has_flag( "ROUGH", u.pos() ) && !boardable &&
8738 ( u.get_armor_bash( bodypart_id( "foot_l" ) ) < 5 ||
8739 u.get_armor_bash( bodypart_id( "foot_r" ) ) < 5 ) ) {
8740 harmful_stuff.emplace_back( m.name( dest_loc ) );
8741 } else if( m.has_flag( "SHARP", dest_loc ) && !m.has_flag( "SHARP", u.pos() ) && !( u.in_vehicle ||
8742 m.veh_at( dest_loc ) ) &&
8743 u.dex_cur < 78 && !std::all_of( sharp_bps.begin(), sharp_bps.end(), sharp_bp_check ) ) {
8744 harmful_stuff.emplace_back( m.name( dest_loc ) );
8745 }
8746
8747 }
8748
8749 return harmful_stuff;
8750}
@ bp_foot_l
Definition: bodypart.h:50
@ bp_leg_r
Definition: bodypart.h:49
@ bp_eyes
Definition: bodypart.h:42
@ bp_hand_l
Definition: bodypart.h:46
@ bp_arm_l
Definition: bodypart.h:44
@ bp_leg_l
Definition: bodypart.h:48
@ bp_hand_r
Definition: bodypart.h:47
@ bp_head
Definition: bodypart.h:41
@ bp_torso
Definition: bodypart.h:40
@ bp_mouth
Definition: bodypart.h:43
@ bp_foot_r
Definition: bodypart.h:51
@ bp_arm_r
Definition: bodypart.h:45
int dex_cur
Definition: character.h:257
int get_armor_bash(bodypart_id bp) const override
Returns overall bashing resistance for the body_part.
Definition: character.cpp:6827
bool is_dangerous_field(const field_entry &entry) const
Returns true if the given field entry is dangerous to us.
Definition: creature.cpp:198
const field & field_at(const tripoint &p) const
Get the fields that are here.
Definition: map.cpp:5392
bool has_zlevels() const
Definition: map.h:1631
@ DT_CUT
Definition: damage.h:25
bool is_bp_immune_to(const Character &who, body_part bp, damage_unit dam)
Check if character's body part is immune to given damage.
Definition: trap.h:86
std::string name() const
Definition: trap.cpp:177
bool can_see(const tripoint &pos, const Character &p) const
Can player/npc p see this kind of trap, either by their memory (they known there is the trap) or by t...
Definition: trap.cpp:223
bool is_benign() const
If true, this is not really a trap and there won't be any safety queries before stepping onto it (e....
Definition: trap.h:159

References bp_arm_l, bp_arm_r, bp_eyes, bp_foot_l, bp_foot_r, bp_hand_l, bp_hand_r, bp_head, bp_leg_l, bp_leg_r, bp_mouth, bp_torso, trap::can_see(), Character::dex_cur, DT_CUT, map::field_at(), Character::get_armor_bash(), map::has_flag(), map::has_zlevels(), Character::in_vehicle, trap::is_benign(), Character::is_blind(), character_funcs::is_bp_immune_to(), Creature::is_dangerous_field(), trap::loadid, m, trap::name(), map::name(), optional_vpart_position::part_with_feature(), Character::pos(), map::tr_at(), tr_ledge, u, and map::veh_at().

Referenced by is_dangerous_tile(), prompt_dangerous_tile(), and walk_move().

◆ get_fishable_locations()

std::unordered_set< tripoint > game::get_fishable_locations ( int  distance,
const tripoint fish_pos 
)

Get the contiguous fishable locations starting at fish_pos, out to the specificed distance.

Parameters
distanceDistance around the fish_pos to examine for contiguous fishable locations.
fish_posThe location being fished.
Returns
A set of locations representing the valid contiguous fishable locations.

Definition at line 3589 of file game.cpp.

3590{
3591 // We're going to get the contiguous fishable terrain starting at
3592 // the provided fishing location (e.g. where a line was cast or a fish
3593 // trap was set), and then check whether or not fishable monsters are
3594 // actually in those locations. This will help us ensure that we're
3595 // getting our fish from the location that we're ACTUALLY fishing,
3596 // rather than just somewhere in the vicinity.
3597
3598 std::unordered_set<tripoint> visited;
3599
3600 const tripoint fishing_boundary_min( fish_pos + point( -distance, -distance ) );
3601 const tripoint fishing_boundary_max( fish_pos + point( distance, distance ) );
3602
3603 const inclusive_cuboid<tripoint> fishing_boundaries(
3604 fishing_boundary_min, fishing_boundary_max );
3605
3606 const auto get_fishable_terrain = [&]( tripoint starting_point,
3607 std::unordered_set<tripoint> &fishable_terrain ) {
3608 std::queue<tripoint> to_check;
3609 to_check.push( starting_point );
3610 while( !to_check.empty() ) {
3611 const tripoint current_point = to_check.front();
3612 to_check.pop();
3613
3614 // We've been here before, so bail.
3615 if( visited.find( current_point ) != visited.end() ) {
3616 continue;
3617 }
3618
3619 // This point is out of bounds, so bail.
3620 if( !fishing_boundaries.contains( current_point ) ) {
3621 continue;
3622 }
3623
3624 // Mark this point as visited.
3625 visited.emplace( current_point );
3626
3627 if( m.has_flag( "FISHABLE", current_point ) ) {
3628 fishable_terrain.emplace( current_point );
3629 to_check.push( current_point + point_south );
3630 to_check.push( current_point + point_north );
3631 to_check.push( current_point + point_east );
3632 to_check.push( current_point + point_west );
3633 }
3634 }
3635 return;
3636 };
3637
3638 // Starting at the provided location, get our fishable terrain
3639 // and populate a set with those locations which we'll then use
3640 // to determine if any fishable monsters are in those locations.
3641 std::unordered_set<tripoint> fishable_points;
3642 get_fishable_terrain( fish_pos, fishable_points );
3643
3644 return fishable_points;
3645}
static constexpr point point_west
Definition: point.h:268
static constexpr point point_south
Definition: point.h:266
static constexpr point point_north
Definition: point.h:262
static constexpr point point_east
Definition: point.h:264

References inclusive_cuboid< Tripoint, >::contains(), map::has_flag(), m, point_east, point_north, point_south, and point_west.

◆ get_fishable_monsters()

std::vector< monster * > game::get_fishable_monsters ( std::unordered_set< tripoint > &  fishable_locations)

Get the fishable monsters within the provided fishable locations.

Parameters
fishable_locationsA set of locations which are valid fishable terrain. Any fishable monsters are filtered by this collection to determine those which can actually be caught.
Returns
Fishable monsters within the specified fishable terrain.

Definition at line 3647 of file game.cpp.

3649{
3650 std::vector<monster *> unique_fish;
3651 for( monster &critter : all_monsters() ) {
3652 // If it is fishable...
3653 if( critter.has_flag( MF_FISHABLE ) ) {
3654 const tripoint critter_pos = critter.pos();
3655 // ...and it is in a fishable location.
3656 if( fishable_locations.find( critter_pos ) != fishable_locations.end() ) {
3657 unique_fish.push_back( &critter );
3658 }
3659 }
3660 }
3661
3662 return unique_fish;
3663}
@ MF_FISHABLE
Definition: mtype.h:142

References all_monsters(), and MF_FISHABLE.

◆ get_follower_list()

std::set< character_id > game::get_follower_list ( )

Get set of followers.

Definition at line 1966 of file game.cpp.

1967{
1968 return follower_ids;
1969}

References follower_ids.

◆ get_kill_tracker()

const kill_tracker & game::get_kill_tracker ( ) const

Definition at line 876 of file game.cpp.

877{
878 return *kill_tracker_ptr;
879}

References kill_tracker_ptr.

Referenced by cleanup_at_end(), death_screen(), handle_action(), and win().

◆ get_levx()

int game::get_levx ( ) const

The top left corner of the reality bubble (in submaps coordinates).

This is the same as map::abs_sub of the m map.

Definition at line 11857 of file game.cpp.

11858{
11859 return m.get_abs_sub().x;
11860}

References map::get_abs_sub(), m, and tripoint::x.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levy()

int game::get_levy ( ) const

Definition at line 11862 of file game.cpp.

11863{
11864 return m.get_abs_sub().y;
11865}

References map::get_abs_sub(), m, and tripoint::y.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levz()

◆ get_moves_since_last_save()

int game::get_moves_since_last_save ( ) const

Definition at line 7090 of file game.cpp.

7091{
7092 return moves_since_last_save;
7093}

References moves_since_last_save.

◆ get_npcs_if()

std::vector< npc * > game::get_npcs_if ( const std::function< bool(const npc &)> &  pred)

Definition at line 11904 of file game.cpp.

11905{
11906 std::vector<npc *> result;
11907 for( npc &guy : all_npcs() ) {
11908 if( pred( guy ) ) {
11909 result.push_back( &guy );
11910 }
11911 }
11912 return result;
11913}

References all_npcs().

Referenced by allies(), chat(), and validate_npc_followers().

◆ get_player_base_save_path()

std::string game::get_player_base_save_path ( ) const

Base path for saving player data.

Just add a suffix (unique for the thing you want to save) and use the resulting path. Example: save_ui_data(get_player_base_save_path()+".ui")

Definition at line 11992 of file game.cpp.

11993{
11994 return get_world_base_save_path() + "/" + base64_encode( get_avatar().get_save_id() );
11995}
std::string base64_encode(const std::string &str)
std::string get_world_base_save_path() const
Base path for saving world data.
Definition: game.cpp:11997
friend avatar & get_avatar()
Definition: avatar.cpp:104

References base64_encode(), get_avatar, and get_world_base_save_path().

Referenced by save_player_data().

◆ get_player_input()

input_context game::get_player_input ( std::string &  action)
private

Definition at line 245 of file handle_action.cpp.

246{
247 input_context ctxt;
248 if( uquit == QUIT_WATCH ) {
249 ctxt = input_context( "DEFAULTMODE" );
250 ctxt.set_iso( true );
251 // The list of allowed actions in death-cam mode in game::handle_action
252 // *INDENT-OFF*
253 for( const action_id id : {
266 } ) {
267 ctxt.register_action( action_ident( id ) );
268 }
269 // *INDENT-ON*
270 ctxt.register_action( "QUIT", to_translation( "Accept your fate" ) );
271 } else {
273 }
274
276
277 user_turn current_turn;
278
279
280 // Checking early if we will need to handle animations
281 // If we do not need to handle animations that will not change as long as the user has not selected an action
282 // and we can handle it like we are not animating.
283 weather_printable wPrint;
284 bool animate_weather = false;
285 bool animate_sct = false;
286 bool do_animations = [&]() {
287 if( get_option<bool>( "ANIMATIONS" ) ) {
288 const bool weather_has_anim = init_weather_anim( get_weather().weather_id, wPrint );
289
290 animate_weather = weather_has_anim && get_option<bool>( "ANIMATION_RAIN" );
291 animate_sct = !SCT.vSCT.empty() && uquit != QUIT_WATCH && get_option<bool>( "ANIMATION_SCT" );
292
293#if defined(TILES)
294 // Always animate, minimap and terrain may have animations to run
295 return true;
296#else
297 // Otherwise we need to see if we actually should animate.
298 // Minimap and Terrain never animate in !TILES
299 return animate_weather || animate_sct || uquit == QUIT_WATCH;
300#endif
301 }
302 return false;
303 }
304 ();
305
306 if( do_animations ) {
307 ctxt.set_timeout( 125 );
308
310 make_shared_fast<game::draw_callback_t>( [&]() {
311 if( animate_weather ) {
312 draw_weather( wPrint );
313 }
314 if( animate_sct ) {
315 draw_sct();
316 }
317 } );
318 add_draw_callback( animation_cb );
319 invalidate_main_ui_adaptor(); // We want to redraw at least once.
320
321 do {
322 if( animate_weather ) {
324 generate_weather_anim_frame( get_weather().weather_id, wPrint );
325 }
326 // don't bother calculating SCT if we won't show it
327 if( animate_sct ) {
329
331
332 //Check for creatures on all drawing positions and offset if necessary
333 for( auto iter = SCT.vSCT.rbegin(); iter != SCT.vSCT.rend(); ++iter ) {
334 const direction oCurDir = iter->getDirecton();
335 const int width = utf8_width( iter->getText() );
336 for( int i = 0; i < width; ++i ) {
337 tripoint tmp( iter->getPosX() + i, iter->getPosY(), get_levz() );
338 const Creature *critter = critter_at( tmp, true );
339
340 if( critter != nullptr && u.sees( *critter ) ) {
341 i = -1;
342 int iPos = iter->getStep() + iter->getStepOffset();
343 for( auto iter2 = iter; iter2 != SCT.vSCT.rend(); ++iter2 ) {
344 if( iter2->getDirecton() == oCurDir &&
345 iter2->getStep() + iter2->getStepOffset() <= iPos ) {
346 if( iter2->getType() == "hp" ) {
347 iter2->advanceStepOffset();
348 }
349
350 iter2->advanceStepOffset();
351 iPos = iter2->getStep() + iter2->getStepOffset();
352 }
353 }
354 }
355 }
356 }
357
358 // Stop animation when done
359 animate_sct = !SCT.vSCT.empty();
360 }
361 // We don't cache these checks as their result may change after 1st redraw
363 // TODO: we redraw *everything* just to animate a couple blinking dots
364 // on the minimap or a few tiles.
365 // This is far from ideal, and can probably be done much cheaper
366 // (update only part of the screen? draw static parts into a texture?)
368 }
369
370 std::unique_ptr<static_popup> deathcam_msg_popup;
371 if( uquit == QUIT_WATCH ) {
372 deathcam_msg_popup = std::make_unique<static_popup>();
373 deathcam_msg_popup
374 ->wait_message( c_red, _( "Press %s to accept your fate…" ), ctxt.get_desc( "QUIT" ) )
375 .on_top( true );
376 }
377
379 } while( handle_mouseview( ctxt, action ) && uquit != QUIT_WATCH
380 && ( action != "TIMEOUT" || !current_turn.has_timeout_elapsed() ) );
381 ctxt.reset_timeout();
382 } else {
385 SCT.vSCT.clear();
386
387 ctxt.set_timeout( 125 );
388 while( handle_mouseview( ctxt, action ) ) {
389 if( action == "TIMEOUT" && current_turn.has_timeout_elapsed() ) {
390 break;
391 }
392 }
393 ctxt.reset_timeout();
394 }
395
396 return ctxt;
397}
std::string action_ident(action_id act)
Lookup a unique string identifier for a given action ID.
Definition: action.cpp:68
action_id
Enumerates all discrete actions that can be performed by player.
Definition: action.h:18
@ ACTION_CENTER
Center the viewport on character.
Definition: action.h:73
@ ACTION_SHIFT_SW
Move viewport south-west.
Definition: action.h:85
@ ACTION_SHIFT_NW
Move viewport north-west.
Definition: action.h:89
@ ACTION_KEYBINDINGS
Display keybindings list.
Definition: action.h:255
@ ACTION_SHIFT_E
Move viewport east.
Definition: action.h:79
@ ACTION_TOGGLE_MAP_MEMORY
Toggle memorized tiles being shown.
Definition: action.h:71
@ ACTION_SHIFT_S
Move viewport south.
Definition: action.h:83
@ ACTION_SHIFT_SE
Move viewport south-east.
Definition: action.h:81
@ ACTION_LOOK
Toggle look mode.
Definition: action.h:115
@ ACTION_SHIFT_NE
Move viewport north-east.
Definition: action.h:77
@ ACTION_SHIFT_W
Move viewport west.
Definition: action.h:87
@ ACTION_SHIFT_N
Move viewport north.
Definition: action.h:75
bool terrain_requires_animation()
Definition: animation.cpp:1204
bool minimap_requires_animation()
Definition: animation.cpp:1195
void draw_sct()
Definition: animation.cpp:865
void draw_weather(const weather_printable &wPrint)
Definition: animation.cpp:824
void add_draw_callback(shared_ptr_fast< draw_callback_t > cb)
Definition: game.cpp:3002
bool handle_mouseview(input_context &ctxt, std::string &action)
Definition: game.cpp:1997
void set_timeout(int val)
Sets input polling timeout as appropriate for the current interface system.
Definition: input.cpp:1452
std::string get_desc(const std::string &action_descriptor, unsigned int max_limit=0, const input_event_filter &evt_filter=allow_all_keys) const
Get a description text for the key/other input method associated with the given action.
Definition: input.cpp:750
void register_action(const std::string &action_descriptor)
Register an action with this input context.
Definition: input.cpp:672
void set_iso(bool mode=true)
Definition: input.cpp:1423
void reset_timeout()
Definition: input.cpp:1457
std::vector< cSCT > vSCT
Definition: output.h:916
void advanceAllSteps()
Definition: output.cpp:1924
bool has_timeout_elapsed()
input_context get_default_mode_input_context()
Definition: game.cpp:2097
static bool init_weather_anim(const weather_type_id &wtype, weather_printable &wPrint)
static void generate_weather_anim_frame(const weather_type_id &wtype, weather_printable &wPrint)
direction
Definition: line.h:39
scrollingcombattext SCT
Definition: output.cpp:65
Weather drawing tracking.
Definition: weather.h:59
translation to_translation(const std::string &raw)
Shorthands for translation::to_translation.

References _, action, ACTION_CENTER, action_ident(), ACTION_KEYBINDINGS, ACTION_LOOK, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_TOGGLE_MAP_MEMORY, add_draw_callback(), scrollingcombattext::advanceAllSteps(), c_red, critter_at(), draw_sct(), draw_weather(), generate_weather_anim_frame(), get_default_mode_input_context(), input_context::get_desc(), get_levz(), get_weather, handle_mouseview(), user_turn::has_timeout_elapsed(), init_weather_anim(), invalidate_main_ui_adaptor(), m, minimap_requires_animation(), Character::posz(), QUIT_WATCH, ui_manager::redraw_invalidated(), input_context::register_action(), input_context::reset_timeout(), SCT, Character::sees(), input_context::set_iso(), input_context::set_timeout(), terrain_requires_animation(), to_translation(), u, map::update_visibility_cache(), uquit, utf8_width(), and scrollingcombattext::vSCT.

Referenced by handle_action().

◆ get_seed()

unsigned int game::get_seed ( ) const

Definition at line 1778 of file game.cpp.

1779{
1780 return seed;
1781}

References seed.

◆ get_user_action_counter()

int game::get_user_action_counter ( ) const

Definition at line 7095 of file game.cpp.

7096{
7097 return user_action_counter;
7098}

References user_action_counter.

◆ get_veh_dir_indicator_location()

std::optional< tripoint > game::get_veh_dir_indicator_location ( bool  next) const

Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn.

Based on the vehicle the player is driving, if any.

Parameters
nextIf true, bases it on the vehicle the vehicle will turn to next turn, instead of the one it is currently facing.

Definition at line 3257 of file game.cpp.

3258{
3259 if( !get_option<bool>( "VEHICLE_DIR_INDICATOR" ) ) {
3260 return std::nullopt;
3261 }
3262 const optional_vpart_position vp = m.veh_at( u.pos() );
3263 if( !vp ) {
3264 return std::nullopt;
3265 }
3266 vehicle *const veh = &vp->vehicle();
3267 rl_vec2d face = next ? veh->dir_vec() : veh->face_vec();
3268 float r = 10.0;
3269 return tripoint( static_cast<int>( r * face.x ), static_cast<int>( r * face.y ), u.pos().z );
3270}
rl_vec2d dir_vec() const

References vehicle::dir_vec(), vehicle::face_vec(), m, Character::pos(), u, map::veh_at(), rl_vec2d::x, rl_vec2d::y, and tripoint::z.

Referenced by draw_veh_dir_indicator().

◆ get_world_base_save_path()

std::string game::get_world_base_save_path ( ) const

Base path for saving world data.

This yields a path to a folder.

Definition at line 11997 of file game.cpp.

11998{
11999 if( world_generator->active_world == nullptr ) {
12000 return PATH_INFO::savedir();
12001 }
12002 return world_generator->active_world->folder_path();
12003}
std::string savedir()
Definition: path_info.cpp:246

References PATH_INFO::savedir(), and world_generator.

Referenced by get_player_base_save_path(), load(), load_master(), move_save_to_graveyard(), save(), save_artifacts(), save_factions_missions_npcs(), and setup().

◆ get_zoom()

int game::get_zoom ( ) const

Definition at line 7081 of file game.cpp.

7082{
7083#if defined(TILES)
7084 return tileset_zoom;
7085#else
7086 return DEFAULT_TILESET_ZOOM;
7087#endif
7088}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

Referenced by look_around().

◆ grabbed_furn_move()

bool game::grabbed_furn_move ( const tripoint dp)
private
Strength determines ability to drag furniture

Definition at line 9506 of file game.cpp.

9507{
9508 // Furniture: pull, push, or standing still and nudging object around.
9509 // Can push furniture out of reach.
9510 tripoint fpos = u.pos() + u.grab_point;
9511 // supposed position of grabbed furniture
9512 if( !m.has_furn( fpos ) ) {
9513 // Where did it go? We're grabbing thin air so reset.
9514 add_msg( m_info, _( "No furniture at grabbed point." ) );
9515 u.grab( OBJECT_NONE );
9516 return false;
9517 }
9518
9519 const bool pushing_furniture = dp == u.grab_point;
9520 const bool pulling_furniture = dp == -u.grab_point;
9521 const bool shifting_furniture = !pushing_furniture && !pulling_furniture;
9522
9523 tripoint fdest = fpos + dp; // intended destination of furniture.
9524 // Check floor: floorless tiles don't need to be flat and have no traps
9525 const bool has_floor = m.has_floor( fdest );
9526 // Unfortunately, game::is_empty fails for tiles we're standing on,
9527 // which will forbid pulling, so:
9528 const bool canmove = (
9529 m.passable( fdest ) &&
9530 critter_at<npc>( fdest ) == nullptr &&
9531 critter_at<monster>( fdest ) == nullptr &&
9532 ( !pulling_furniture || is_empty( u.pos() + dp ) ) &&
9533 ( !has_floor || m.has_flag( "FLAT", fdest ) ) &&
9534 !m.has_furn( fdest ) &&
9535 !m.veh_at( fdest ) &&
9536 ( !has_floor || m.tr_at( fdest ).is_null() )
9537 );
9538
9539 const furn_t furntype = m.furn( fpos ).obj();
9540 const int src_items = m.i_at( fpos ).size();
9541 const int dst_items = m.i_at( fdest ).size();
9542
9543 const bool only_liquid_items = std::all_of( m.i_at( fdest ).begin(), m.i_at( fdest ).end(),
9544 [&]( item & liquid_item ) {
9545 return liquid_item.made_of( LIQUID );
9546 } );
9547
9548 const bool dst_item_ok = !m.has_flag( "NOITEM", fdest ) &&
9549 !m.has_flag( "SWIMMABLE", fdest ) &&
9550 !m.has_flag( "DESTROY_ITEM", fdest );
9551
9552 const bool src_item_ok = m.furn( fpos ).obj().has_flag( "CONTAINER" ) ||
9553 m.furn( fpos ).obj().has_flag( "FIRE_CONTAINER" ) ||
9554 m.furn( fpos ).obj().has_flag( "SEALED" );
9555
9556 const int fire_intensity = m.get_field_intensity( fpos, fd_fire );
9557 time_duration fire_age = m.get_field_age( fpos, fd_fire );
9558
9559 int str_req = furntype.move_str_req;
9560 // Factor in weight of items contained in the furniture.
9561 units::mass furniture_contents_weight = 0_gram;
9562 for( auto &contained_item : m.i_at( fpos ) ) {
9563 furniture_contents_weight += contained_item.weight();
9564 }
9565 str_req += furniture_contents_weight / 4_kilogram;
9566 if( !canmove ) {
9567 // TODO: What is something?
9568 add_msg( _( "The %s collides with something." ), furntype.name() );
9569 u.moves -= 50;
9570 return true;
9571 ///\EFFECT_STR determines ability to drag furniture
9572 } else if( str_req > u.get_str() &&
9573 one_in( std::max( 20 - str_req - u.get_str(), 2 ) ) ) {
9574 add_msg( m_bad, _( "You strain yourself trying to move the heavy %s!" ),
9575 furntype.name() );
9576 u.moves -= 100;
9577 u.mod_pain( 1 ); // Hurt ourselves.
9578 return true; // furniture and or obstacle wins.
9579 } else if( !src_item_ok && !only_liquid_items && dst_items > 0 ) {
9580 add_msg( _( "There's stuff in the way." ) );
9581 u.moves -= 50;
9582 return true;
9583 }
9584
9585 u.moves -= str_req * 10;
9586 // Additional penalty if we can't comfortably move it.
9587 if( str_req > u.get_str() ) {
9588 int move_penalty = std::pow( str_req, 2.0 ) + 100.0;
9589 if( move_penalty <= 1000 ) {
9590 if( u.get_str() >= str_req - 3 ) {
9591 u.moves -= std::max( 3000, move_penalty * 10 );
9592 add_msg( m_bad, _( "The %s is really heavy!" ), furntype.name() );
9593 if( one_in( 3 ) ) {
9594 add_msg( m_bad, _( "You fail to move the %s." ), furntype.name() );
9595 return true;
9596 }
9597 } else {
9598 u.moves -= 100;
9599 add_msg( m_bad, _( "The %s is too heavy for you to budge." ), furntype.name() );
9600 return true;
9601 }
9602 }
9603 u.moves -= move_penalty;
9604 if( move_penalty > 500 ) {
9605 add_msg( _( "Moving the heavy %s is taking a lot of time!" ),
9606 furntype.name() );
9607 } else if( move_penalty > 200 ) {
9608 if( one_in( 3 ) ) { // Nag only occasionally.
9609 add_msg( _( "It takes some time to move the heavy %s." ),
9610 furntype.name() );
9611 }
9612 }
9613 }
9615 _( "a scraping noise." ), true, "misc", "scraping" );
9616
9618 ( tripoint_abs_ms( m.getabs( fpos ) ) );
9619
9620 // Actually move the furniture.
9621 m.furn_set( fdest, m.furn( fpos ), atd ? atd->clone() : nullptr );
9622 m.furn_set( fpos, f_null );
9623
9624 if( fire_intensity == 1 && !pulling_furniture ) {
9625 m.remove_field( fpos, fd_fire );
9626 m.set_field_intensity( fdest, fd_fire, fire_intensity );
9627 m.set_field_age( fdest, fd_fire, fire_age );
9628 }
9629
9630 // Is there is only liquids on the ground, remove them after moving furniture.
9631 if( dst_items > 0 && only_liquid_items ) {
9632 m.i_clear( fdest );
9633 }
9634
9635 if( src_items > 0 ) { // Move the stuff inside.
9636 if( dst_item_ok && src_item_ok ) {
9637 // Assume contents of both cells are legal, so we can just swap contents.
9638 std::list<item> temp;
9639 std::move( m.i_at( fpos ).begin(), m.i_at( fpos ).end(),
9640 std::back_inserter( temp ) );
9641 m.i_clear( fpos );
9642 for( auto item_iter = m.i_at( fdest ).begin();
9643 item_iter != m.i_at( fdest ).end(); ++item_iter ) {
9644 m.i_at( fpos ).insert( *item_iter );
9645 }
9646 m.i_clear( fdest );
9647 for( auto &cur_item : temp ) {
9648 m.i_at( fdest ).insert( cur_item );
9649 }
9650 } else {
9651 add_msg( _( "Stuff spills from the %s!" ), furntype.name() );
9652 }
9653 }
9654
9655 if( shifting_furniture ) {
9656 // We didn't move
9657 tripoint d_sum = u.grab_point + dp;
9658 if( std::abs( d_sum.x ) < 2 && std::abs( d_sum.y ) < 2 ) {
9659 u.grab_point = d_sum; // furniture moved relative to us
9660 } else { // we pushed furniture out of reach
9661 add_msg( _( "You let go of the %s." ), furntype.name() );
9662 u.grab( OBJECT_NONE );
9663 }
9664 return true; // We moved furniture but stayed still.
9665 }
9666
9667 if( pushing_furniture && m.impassable( fpos ) ) {
9668 // Not sure how that chair got into a wall, but don't let player follow.
9669 add_msg( _( "You let go of the %1$s as it slides past %2$s." ),
9670 furntype.name(), m.tername( fdest ) );
9671 u.grab( OBJECT_NONE );
9672 return true;
9673 }
9674
9675 return false;
9676}
virtual int get_str() const
Getters for stats exclusive to characters.
Definition: character.cpp:4055
virtual active_tile_data * clone() const =0
void grab(object_type grab_type, const tripoint &grab_point=tripoint_zero)
Definition: avatar.cpp:664
bool is_empty(const tripoint &p)
Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.
Definition: game.cpp:4826
void insert(const item &newitem) override
Definition: map.cpp:158
void remove_field(const tripoint &p, const field_type_id &field_to_remove)
Remove field entry at xy, ignored if the field entry is not present.
Definition: map.cpp:5558
time_duration set_field_age(const tripoint &p, const field_type_id &type, const time_duration &age, bool isoffset=false)
Set age of field entry at point.
Definition: map.cpp:5432
time_duration get_field_age(const tripoint &p, const field_type_id &type) const
Get the age of a field entry (field_entry::age), if there is no field of that type,...
Definition: map.cpp:5466
int get_field_intensity(const tripoint &p, const field_type_id &type) const
Get the intensity of a field entry (field_entry::intensity), if there is no field of that type,...
Definition: map.cpp:5472
int set_field_intensity(const tripoint &p, const field_type_id &type, int new_intensity, bool isoffset=false)
Set intensity of field entry at point, creating if not present, removing if intensity becomes 0.
Definition: map.cpp:5445
std::string tername(const tripoint &p) const
Definition: map.cpp:1768
void i_clear(const tripoint &p)
Definition: map.cpp:4220
void furn_set(const tripoint &p, const furn_id &new_furniture, cata::poly_serialized< active_tile_data > new_active=nullptr)
Sets the furniture at given position.
Definition: map.cpp:1419
bool has_floor(const tripoint &p) const
Definition: map.cpp:2066
tripoint grab_point
Definition: player.h:235
coords::coord_point< tripoint, coords::origin::abs, coords::ms > tripoint_abs_ms
Definition: coordinates.h:486
@ OBJECT_NONE
Definition: enums.h:187
field_type_id fd_fire
Definition: field_type.cpp:345
furn_id f_null
Definition: mapdata.cpp:1097
template active_tile_data * furn_at< active_tile_data >(const tripoint_abs_ms &)
bool move(avatar &you, map &m, const tripoint &d)
void sound(const tripoint &p, int vol, sound_t category, const std::string &description, bool ambient=false, const std::string &id="", const std::string &variant="default")
Sound at (p) of intensity (vol)
Definition: sounds.cpp:177
int move_str_req
Definition: mapdata.h:515
bool has_flag(const std::string &flag) const
Definition: mapdata.h:419

References _, add_msg(), item_stack::begin(), active_tile_data::clone(), item_stack::end(), f_null, fd_fire, map::furn(), active_tiles::furn_at< active_tile_data >(), map::furn_set(), map::get_field_age(), map::get_field_intensity(), Character::get_str(), map::getabs(), avatar::grab(), player::grab_point, map_data_common_t::has_flag(), map::has_flag(), map::has_floor(), map::has_furn(), map::i_at(), map::i_clear(), map::impassable(), map_stack::insert(), is_empty(), trap::is_null(), m, m_bad, m_info, Character::mod_pain(), avatar_action::move(), furn_t::move_str_req, sounds::movement, Creature::moves, map_data_common_t::name(), int_id< T >::obj(), OBJECT_NONE, one_in(), map::passable(), Character::pos(), map::remove_field(), map::set_field_age(), map::set_field_intensity(), item_stack::size(), sounds::sound(), map::tername(), map::tr_at(), u, map::veh_at(), tripoint::x, and tripoint::y.

Referenced by grabbed_move().

◆ grabbed_move()

bool game::grabbed_move ( const tripoint dp)
private

Check for dangerous stuff at dest_loc, return false if the player decides not to step there.

Definition at line 9678 of file game.cpp.

9679{
9680 if( u.get_grab_type() == OBJECT_NONE ) {
9681 return false;
9682 }
9683
9684 if( dp.z != 0 ) {
9685 // No dragging stuff up/down stairs yet!
9686 return false;
9687 }
9688
9689 // vehicle: pulling, pushing, or moving around the grabbed object.
9690 if( u.get_grab_type() == OBJECT_VEHICLE ) {
9691 return grabbed_veh_move( dp );
9692 }
9693
9694 if( u.get_grab_type() == OBJECT_FURNITURE ) {
9695 return grabbed_furn_move( dp );
9696 }
9697
9698 add_msg( m_info, _( "Nothing at grabbed point %d,%d,%d or bad grabbed object type." ),
9700 u.grab( OBJECT_NONE );
9701 return false;
9702}
object_type get_grab_type() const
Definition: avatar.cpp:672
bool grabbed_furn_move(const tripoint &dp)
Definition: game.cpp:9506
bool grabbed_veh_move(const tripoint &dp)
Definition: grab.cpp:21
@ OBJECT_FURNITURE
Definition: enums.h:197
@ OBJECT_VEHICLE
Definition: enums.h:193

References _, add_msg(), avatar::get_grab_type(), avatar::grab(), player::grab_point, grabbed_furn_move(), grabbed_veh_move(), m_info, OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, u, tripoint::x, tripoint::y, and tripoint::z.

Referenced by walk_move().

◆ grabbed_veh_move()

bool game::grabbed_veh_move ( const tripoint dp)
private
Strength determines ability to drag vehicles Strength increases speed of dragging vehicles

Definition at line 21 of file grab.cpp.

22{
23 const optional_vpart_position grabbed_vehicle_vp = m.veh_at( u.pos() + u.grab_point );
24 if( !grabbed_vehicle_vp ) {
25 add_msg( m_info, _( "No vehicle at grabbed point." ) );
27 return false;
28 }
29 vehicle *grabbed_vehicle = &grabbed_vehicle_vp->vehicle();
30 if( !grabbed_vehicle ||
31 !grabbed_vehicle->handle_potential_theft( u ) ) {
32 return false;
33 }
34 const int grabbed_part = grabbed_vehicle_vp->part_index();
35 for( int part_index = 0; part_index < grabbed_vehicle->part_count(); ++part_index ) {
36 monster *mon = grabbed_vehicle->get_pet( part_index );
37 if( mon != nullptr && mon->has_effect( effect_harnessed ) ) {
38 add_msg( m_info, _( "You cannot move this vehicle whilst your %s is harnessed!" ),
39 mon->get_name() );
41 return false;
42 }
43 }
44 const vehicle *veh_under_player = veh_pointer_or_null( m.veh_at( u.pos() ) );
45 if( grabbed_vehicle == veh_under_player ) {
46 u.grab_point = -dp;
47 return false;
48 }
49
50 tripoint dp_veh = -u.grab_point;
51 const tripoint prev_grab = u.grab_point;
52 tripoint next_grab = u.grab_point;
53
54 bool zigzag = false;
55
56 if( dp == prev_grab ) {
57 // We are pushing in the direction of vehicle
58 dp_veh = dp;
59 } else if( std::abs( dp.x + dp_veh.x ) != 2 && std::abs( dp.y + dp_veh.y ) != 2 ) {
60 // Not actually moving the vehicle, don't do the checks
61 u.grab_point = -( dp + dp_veh );
62 return false;
63 } else if( ( dp.x == prev_grab.x || dp.y == prev_grab.y ) &&
64 next_grab.x != 0 && next_grab.y != 0 ) {
65 // Zig-zag (or semi-zig-zag) pull: player is diagonal to vehicle
66 // and moves away from it, but not directly away
67 dp_veh.x = dp.x == -dp_veh.x ? 0 : dp_veh.x;
68 dp_veh.y = dp.y == -dp_veh.y ? 0 : dp_veh.y;
69
70 next_grab = -dp_veh;
71 zigzag = true;
72 } else {
73 // We are pulling the vehicle
74 next_grab = -dp;
75 }
76
77 // Make sure the mass and pivot point are correct
78 grabbed_vehicle->invalidate_mass();
79
80 //vehicle movement: strength check
81 int mc = 0;
82 int str_req = grabbed_vehicle->total_mass() / 25_kilogram; //strength required to move vehicle.
83
84 //if vehicle is rollable we modify str_req based on a function of movecost per wheel.
85
86 // Vehicle just too big to grab & move; 41-45 lets folks have a bit of a window
87 // (Roughly 1.1K kg = danger zone; cube vans are about the max)
88 if( str_req > 45 ) {
89 add_msg( m_info, _( "The %s is too bulky for you to move by hand." ),
90 grabbed_vehicle->name );
91 return true; // No shoving around an RV.
92 }
93
94 const auto &wheel_indices = grabbed_vehicle->wheelcache;
95 if( grabbed_vehicle->valid_wheel_config() ) {
96 //determine movecost for terrain touching wheels
97 const tripoint vehpos = grabbed_vehicle->global_pos3();
98 for( int p : wheel_indices ) {
99 const tripoint wheel_pos = vehpos + grabbed_vehicle->part( p ).precalc[0];
100 const int mapcost = m.move_cost( wheel_pos, grabbed_vehicle );
101 mc += str_req / wheel_indices.size() * mapcost;
102 }
103 //set strength check threshold
104 //if vehicle has many or only one wheel (shopping cart), it is as if it had four.
105 if( wheel_indices.size() > 4 || wheel_indices.size() == 1 ) {
106 str_req = mc / 4 + 1;
107 } else {
108 str_req = mc / wheel_indices.size() + 1;
109 }
110 } else {
111 str_req++;
112 //if vehicle has no wheels str_req make a noise.
113 if( str_req <= u.get_str() ) {
114 sounds::sound( grabbed_vehicle->global_pos3(), str_req * 2, sounds::sound_t::movement,
115 _( "a scraping noise." ), true, "misc", "scraping" );
116 }
117 }
118
119 //final strength check and outcomes
120 ///\EFFECT_STR determines ability to drag vehicles
121 if( str_req <= u.get_str() ) {
122 //calculate exertion factor and movement penalty
123 ///\EFFECT_STR increases speed of dragging vehicles
124 u.moves -= 100 * str_req / std::max( 1, u.get_str() );
125 const int ex = dice( 1, 3 ) - 1 + str_req;
126 if( ex > u.get_str() + 1 ) {
127 // Pain and movement penalty if exertion exceeds character strength
128 add_msg( m_bad, _( "You strain yourself to move the %s!" ), grabbed_vehicle->name );
129 u.moves -= 200;
130 u.mod_pain( 1 );
131 } else if( ex >= u.get_str() ) {
132 // Movement is slow if exertion nearly equals character strength
133 add_msg( _( "It takes some time to move the %s." ), grabbed_vehicle->name );
134 u.moves -= 200;
135 }
136 } else {
137 u.moves -= 100;
138 add_msg( m_bad, _( "You lack the strength to move the %s" ), grabbed_vehicle->name );
139 return true;
140 }
141
142 std::string blocker_name = _( "errors in movement code" );
143 const auto get_move_dir = [&]( const tripoint & dir, const tripoint & from ) {
144 tileray mdir;
145
146 mdir.init( dir.xy() );
147 grabbed_vehicle->turn( mdir.dir() - grabbed_vehicle->face.dir() );
148 grabbed_vehicle->face = grabbed_vehicle->turn_dir;
149 grabbed_vehicle->precalc_mounts( 1, mdir.dir(), grabbed_vehicle->pivot_point() );
150
151 // Grabbed part has to stay at distance 1 to the player
152 // and in roughly the same direction.
153 const tripoint new_part_pos = grabbed_vehicle->global_pos3() +
154 grabbed_vehicle->part( grabbed_part ).precalc[ 1 ];
155 const tripoint expected_pos = u.pos() + dp + from;
156 const tripoint actual_dir = expected_pos - new_part_pos;
157
158 grabbed_vehicle->adjust_zlevel( 1, dp );
159
160 // Set player location to illegal value so it can't collide with vehicle.
161 const tripoint player_prev = u.pos();
163 std::vector<veh_collision> colls;
164 const bool failed = grabbed_vehicle->collision( colls, actual_dir, true );
165 u.setpos( player_prev );
166 if( !colls.empty() ) {
167 blocker_name = colls.front().target_name;
168 }
169 return failed ? tripoint_zero : actual_dir;
170 };
171
172 // First try the move as intended
173 // But if that fails and the move is a zig-zag, try to recover:
174 // Try to place the vehicle in the position player just left rather than "flattening" the zig-zag
175 tripoint final_dp_veh = get_move_dir( dp_veh, next_grab );
176 if( final_dp_veh == tripoint_zero && zigzag ) {
177 final_dp_veh = get_move_dir( -prev_grab, -dp );
178 next_grab = -dp;
179 }
180
181 if( final_dp_veh == tripoint_zero ) {
182 add_msg( _( "The %s collides with %s." ), grabbed_vehicle->name, blocker_name );
183 u.grab_point = prev_grab;
184 return true;
185 }
186
187 u.grab_point = next_grab;
188
189 m.displace_vehicle( *grabbed_vehicle, final_dp_veh );
190
191 if( grabbed_vehicle ) {
192 grabbed_vehicle->shift_zlevel();
193 grabbed_vehicle->check_falling_or_floating();
194 } else {
195 debugmsg( "Grabbed vehicle disappeared" );
196 return false;
197 }
198
199 for( int p : wheel_indices ) {
200 if( one_in( 2 ) ) {
201 tripoint wheel_p = grabbed_vehicle->global_part_pos3( grabbed_part );
202 grabbed_vehicle->handle_trap( wheel_p, p );
203 }
204 }
205
206 return false;
207
208}
bool displace_vehicle(vehicle &veh, const tripoint &dp)
Definition: map.cpp:1178
int move_cost(const tripoint &p, const vehicle *ignored_vehicle=nullptr) const
Calculate the cost to move past the tile at p.
Definition: map.cpp:1839
void init(point ad)
Definition: tileray.cpp:27
units::angle dir() const
Definition: tileray.cpp:74
void turn(units::angle deg)
void adjust_zlevel(int idir=0, const tripoint &offset=tripoint_zero)
tripoint global_pos3() const
Definition: vehicle.cpp:3282
bool valid_wheel_config() const
Definition: vehicle.cpp:4461
units::mass total_mass() const
Definition: vehicle.cpp:3307
std::vector< int > wheelcache
Definition: vehicle.h:1843
void check_falling_or_floating()
point pivot_point() const
Definition: vehicle.cpp:5828
tileray face
Definition: vehicle.h:1973
void invalidate_mass()
Mark mass caches and pivot cache as dirty.
Definition: vehicle.cpp:6972
int part_count() const
Definition: vehicle.cpp:7079
bool collision(std::vector< veh_collision > &colls, const tripoint &dp, bool just_detect, bool bash_floor=false)
void precalc_mounts(int idir, units::angle dir, point pivot)
Definition: vehicle.cpp:3151
monster * get_pet(int p) const
Definition: vehicle.cpp:3263
vehicle_part & part(int part_num)
Definition: vehicle.cpp:7084
void handle_trap(const tripoint &p, int part)
tripoint global_part_pos3(const int &index) const
Get the coordinates of the studied part of the vehicle.
Definition: vehicle.cpp:3287
void shift_zlevel()
units::angle turn_dir
Definition: vehicle.h:1952
static const efftype_id effect_harnessed("harnessed")
static constexpr tripoint tripoint_zero
Definition: point.h:259
int dice(int number, int sides)
Definition: rng.cpp:85
std::array< tripoint, 2 > precalc
mount translated to face.dir [0] and turn_dir [1]
Definition: vehicle.h:372

References _, add_msg(), vehicle::adjust_zlevel(), vehicle::check_falling_or_floating(), vehicle::collision(), debugmsg, dice(), tileray::dir(), map::displace_vehicle(), effect_harnessed, vehicle::face, failed, monster::get_name(), vehicle::get_pet(), Character::get_str(), vehicle::global_part_pos3(), vehicle::global_pos3(), avatar::grab(), player::grab_point, vehicle::handle_potential_theft(), vehicle::handle_trap(), Creature::has_effect(), tileray::init(), vehicle::invalidate_mass(), m, m_bad, m_info, Character::mod_pain(), map::move_cost(), sounds::movement, Creature::moves, vehicle::name, OBJECT_NONE, one_in(), vehicle::part(), vehicle::part_count(), vehicle::pivot_point(), Character::pos(), vehicle_part::precalc, vehicle::precalc_mounts(), Character::setpos(), vehicle::shift_zlevel(), sounds::sound(), vehicle::total_mass(), tripoint_zero, vehicle::turn(), vehicle::turn_dir, u, vehicle::valid_wheel_config(), map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by grabbed_move().

◆ handle_action()

bool game::handle_action ( )
private

Definition at line 1521 of file handle_action.cpp.

1522{
1523 std::string action;
1524 input_context ctxt;
1526 user_turn current_turn;
1527 // Check if we have an auto-move destination
1528 if( u.has_destination() ) {
1530 if( act == ACTION_NULL ) {
1531 add_msg( m_info, _( "Auto-move canceled" ) );
1533 return false;
1534 }
1535 } else if( u.has_destination_activity() ) {
1536 // starts destination activity after the player successfully reached his destination
1538 return false;
1539 } else {
1540 // No auto-move, ask player for input
1541 ctxt = get_player_input( action );
1542 }
1543
1544 const optional_vpart_position vp = m.veh_at( u.pos() );
1545 bool veh_ctrl = !u.is_dead_state() &&
1546 ( ( vp && vp->vehicle().player_in_control( u ) ) || remoteveh() != nullptr );
1547
1548 // If performing an action with right mouse button, co-ordinates
1549 // of location clicked.
1550 std::optional<tripoint> mouse_target;
1551
1552 if( uquit == QUIT_WATCH && action == "QUIT" ) {
1553 uquit = QUIT_DIED;
1554 return false;
1555 }
1556
1557 if( act == ACTION_NULL ) {
1559
1560 if( act == ACTION_KEYBINDINGS ) {
1561 // already handled by input context
1562 return false;
1563 }
1564
1565 if( act == ACTION_MAIN_MENU ) {
1566 if( uquit == QUIT_WATCH ) {
1567 return false;
1568 }
1569 // No auto-move actions have or can be set at this point.
1571 destination_preview.clear();
1573 if( act == ACTION_NULL ) {
1574 return false;
1575 }
1576 }
1577
1578 if( act == ACTION_ACTIONMENU ) {
1579 if( uquit == QUIT_WATCH ) {
1580 return false;
1581 }
1582 // No auto-move actions have or can be set at this point.
1584 destination_preview.clear();
1586 if( act == ACTION_NULL ) {
1587 return false;
1588 }
1589#if defined(__ANDROID__)
1590 if( get_option<bool>( "ANDROID_ACTIONMENU_AUTOADD" ) && ctxt.get_category() == "DEFAULTMODE" ) {
1591 add_best_key_for_action_to_quick_shortcuts( act, ctxt.get_category(), false );
1592 }
1593#endif
1594 }
1595
1596 if( act == ACTION_KEYBINDINGS ) {
1598 destination_preview.clear();
1599 act = ctxt.display_menu( true );
1600 if( act == ACTION_NULL ) {
1601 return false;
1602 }
1603 }
1604
1607 }
1608
1609 if( act == ACTION_SELECT || act == ACTION_SEC_SELECT ) {
1610 // Mouse button click
1611 if( veh_ctrl ) {
1612 // No mouse use in vehicle
1613 return false;
1614 }
1615
1616 if( u.is_dead_state() ) {
1617 // do not allow mouse actions while dead
1618 return false;
1619 }
1620
1621 const std::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
1622 if( !mouse_pos ) {
1623 return false;
1624 } else if( !u.sees( *mouse_pos ) ) {
1625 // Not clicked in visible terrain
1626 return false;
1627 }
1628 mouse_target = mouse_pos;
1629
1630 if( act == ACTION_SELECT ) {
1631 // Note: The following has the potential side effect of
1632 // setting auto-move destination state in addition to setting
1633 // act.
1634 if( !try_get_left_click_action( act, *mouse_target ) ) {
1635 return false;
1636 }
1637 } else if( act == ACTION_SEC_SELECT ) {
1638 if( !try_get_right_click_action( act, *mouse_target ) ) {
1639 return false;
1640 }
1641 }
1642 } else if( act != ACTION_TIMEOUT ) {
1643 // act has not been set for an auto-move, so clearing possible
1644 // auto-move destinations. Since initializing an auto-move with
1645 // the mouse may span across multiple actions, we do not clear the
1646 // auto-move destination if the action is only a timeout, as this
1647 // would require the user to double click quicker than the
1648 // timeout delay.
1650 destination_preview.clear();
1651 }
1652 }
1653
1654 if( act == ACTION_NULL ) {
1655 const input_event &&evt = ctxt.get_raw_input();
1656 if( !evt.sequence.empty() ) {
1657 const int ch = evt.get_first_input();
1658 const std::string &&name = inp_mngr.get_keyname( ch, evt.type, true );
1659 if( !get_option<bool>( "NO_UNKNOWN_COMMAND_MSG" ) ) {
1660 add_msg( m_info, _( "Unknown command: \"%s\" (%ld)" ), name, ch );
1661 if( const std::optional<std::string> hint =
1663 add_msg( m_info, _( "%s at any time to see and edit keybindings relevant to "
1664 "the current context." ),
1665 *hint );
1666 }
1667 }
1668 }
1669 return false;
1670 }
1671
1672 // This has no action unless we're in a special game mode.
1673 gamemode->pre_action( act );
1674
1675 int soffset = get_option<int>( "MOVE_VIEW_OFFSET" );
1676
1677 int before_action_moves = u.moves;
1678
1679 // These actions are allowed while deathcam is active. Registered in game::get_player_input
1680 if( uquit == QUIT_WATCH || !u.is_dead_state() ) {
1681 switch( act ) {
1684 break;
1685
1686 case ACTION_CENTER:
1689 break;
1690
1691 case ACTION_SHIFT_N:
1692 case ACTION_SHIFT_NE:
1693 case ACTION_SHIFT_E:
1694 case ACTION_SHIFT_SE:
1695 case ACTION_SHIFT_S:
1696 case ACTION_SHIFT_SW:
1697 case ACTION_SHIFT_W:
1698 case ACTION_SHIFT_NW: {
1699 static const std::map<action_id, std::pair<point, point>> shift_delta = {
1708 };
1710 shift_delta.at( act ).second * soffset : shift_delta.at( act ).first * soffset;
1711 }
1712 break;
1713
1714 case ACTION_LOOK:
1715 look_around();
1716 break;
1717
1718 case ACTION_KEYBINDINGS:
1719 // already handled by input context
1720 break;
1721
1722 default:
1723 break;
1724 }
1725 }
1726
1727 // actions allowed only while alive
1728 if( !u.is_dead_state() ) {
1729 switch( act ) {
1730 case ACTION_NULL:
1731 case NUM_ACTIONS:
1732 break; // dummy entries
1733 case ACTION_ACTIONMENU:
1734 case ACTION_MAIN_MENU:
1735 case ACTION_KEYBINDINGS:
1736 break; // handled above
1737
1738 case ACTION_TIMEOUT:
1739 if( check_safe_mode_allowed( false ) ) {
1741 }
1742 break;
1743
1744 case ACTION_PAUSE:
1745 if( check_safe_mode_allowed() ) {
1747 }
1748 break;
1749
1750 case ACTION_CYCLE_MOVE:
1752 break;
1753
1754 case ACTION_RESET_MOVE:
1756 break;
1757
1758 case ACTION_TOGGLE_RUN:
1760 break;
1761
1764 break;
1765
1768 break;
1769
1770 case ACTION_MOVE_FORTH:
1772 case ACTION_MOVE_RIGHT:
1774 case ACTION_MOVE_BACK:
1776 case ACTION_MOVE_LEFT:
1778 if( !u.get_value( "remote_controlling" ).empty() &&
1782 } else if( veh_ctrl ) {
1783 // vehicle control uses x for steering and y for ac/deceleration,
1784 // so no rotation needed
1786 } else {
1788 if( auto_travel_mode && !u.is_auto_moving() ) {
1789 for( int i = 0; i < SEEX; i++ ) {
1790 tripoint auto_travel_destination( u.posx() + dest_delta.x * ( SEEX - i ),
1791 u.posy() + dest_delta.y * ( SEEX - i ),
1792 u.posz() );
1794 auto_travel_destination,
1796 u.get_path_avoid() );
1797 if( !destination_preview.empty() ) {
1800 break;
1801 }
1802 }
1805 if( dest_next == point_zero ) {
1807 }
1808 dest_delta = dest_next;
1809 }
1810 if( !avatar_action::move( u, m, dest_delta ) ) {
1811 // auto-move should be canceled due to a failed move or obstacle
1813 }
1814 }
1815 break;
1816 case ACTION_MOVE_DOWN:
1817 if( u.is_mounted() ) {
1818 auto mon = u.mounted_creature.get();
1819 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1820 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1821 break;
1822 }
1823 }
1824 if( !u.in_vehicle ) {
1825 vertical_move( -1, false );
1826 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1828 }
1829 break;
1830
1831 case ACTION_MOVE_UP:
1832 if( u.is_mounted() ) {
1833 auto mon = u.mounted_creature.get();
1834 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1835 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1836 break;
1837 }
1838 }
1839 if( !u.in_vehicle ) {
1840 vertical_move( 1, false );
1841 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1843 } else if( veh_ctrl && vp->vehicle().has_part( "ROTOR" ) &&
1844 !vp->vehicle().has_sufficient_rotorlift() ) {
1845 add_msg( m_bad, _( "The rotors struggle to generate enough lift!" ) );
1846 }
1847 break;
1848
1849 case ACTION_OPEN:
1851 add_msg( m_info, _( "You can't open things while you're in your shell." ) );
1852 } else if( u.is_mounted() ) {
1853 add_msg( m_info, _( "You can't open things while you're riding." ) );
1854 } else {
1855 open();
1856 }
1857 break;
1858
1859 case ACTION_CLOSE:
1861 add_msg( m_info, _( "You can't close things while you're in your shell." ) );
1862 } else if( u.is_mounted() ) {
1863 auto mon = u.mounted_creature.get();
1864 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1865 add_msg( m_info, _( "You can't close things while you're riding." ) );
1866 }
1867 } else if( mouse_target ) {
1868 doors::close_door( m, u, *mouse_target );
1869 } else {
1870 close();
1871 }
1872 break;
1873
1874 case ACTION_SMASH:
1875 if( veh_ctrl ) {
1876 handbrake();
1877 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
1878 add_msg( m_info, _( "You can't smash things while you're in your shell." ) );
1879 } else {
1880 smash();
1881 }
1882 break;
1883
1884 case ACTION_EXAMINE:
1886 add_msg( m_info, _( "You can't examine your surroundings while you're in your shell." ) );
1887 } else if( mouse_target ) {
1888 examine( *mouse_target );
1889 } else {
1890 examine();
1891 }
1892 break;
1893
1894 case ACTION_ADVANCEDINV:
1896 add_msg( m_info, _( "You can't move mass quantities while you're in your shell." ) );
1897 } else if( u.is_mounted() ) {
1898 add_msg( m_info, _( "You can't move mass quantities while you're riding." ) );
1899 } else {
1901 }
1902 break;
1903
1904 case ACTION_PICKUP:
1906 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1907 } else if( u.is_mounted() ) {
1908 add_msg( m_info, _( "You can't pick anything up while you're riding." ) );
1909 } else if( mouse_target ) {
1910 pickup( *mouse_target );
1911 } else {
1912 pickup();
1913 }
1914 break;
1915
1916 case ACTION_PICKUP_FEET:
1918 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1919 } else {
1920 pickup_feet();
1921 }
1922 break;
1923
1924 case ACTION_GRAB:
1926 add_msg( m_info, _( "You can't grab things while you're in your shell." ) );
1927 } else if( u.is_mounted() ) {
1928 add_msg( m_info, _( "You can't grab things while you're riding." ) );
1929 } else {
1930 grab();
1931 }
1932 break;
1933
1934 case ACTION_HAUL:
1936 add_msg( m_info, _( "You can't haul things while you're in your shell." ) );
1937 } else if( u.is_mounted() ) {
1938 add_msg( m_info, _( "You can't haul things while you're riding." ) );
1939 } else {
1940 haul();
1941 }
1942 break;
1943
1944 case ACTION_BUTCHER:
1946 add_msg( m_info, _( "You can't butcher while you're in your shell." ) );
1947 } else if( u.is_mounted() ) {
1948 add_msg( m_info, _( "You can't butcher while you're riding." ) );
1949 } else {
1950 butcher();
1951 }
1952 break;
1953
1954 case ACTION_CHAT:
1955 chat();
1956 break;
1957
1958 case ACTION_PEEK:
1960 add_msg( m_info, _( "You can't peek around corners while you're in your shell." ) );
1961 } else if( u.is_mounted() ) {
1962 add_msg( m_info, _( "You can't peek around corners while you're riding." ) );
1963 } else {
1964 peek();
1965 }
1966 break;
1967
1968 case ACTION_LIST_ITEMS:
1970 break;
1971
1972 case ACTION_ZONES:
1973 zones_manager();
1974 break;
1975
1976 case ACTION_LOOT:
1977 loot();
1978 break;
1979
1980 case ACTION_INVENTORY:
1982 break;
1983
1984 case ACTION_COMPARE:
1985 game_menus::inv::compare( u, std::nullopt );
1986 break;
1987
1988 case ACTION_ORGANIZE:
1990 break;
1991
1992 case ACTION_USE:
1993 // Shell-users are presumed to be able to mess with their inventories, etc
1994 // while in the shell. Eating, gear-changing, and item use are OK.
1996 break;
1997
1998 case ACTION_USE_WIELDED:
2000 break;
2001
2002 case ACTION_WEAR:
2003 wear();
2004 break;
2005
2006 case ACTION_TAKE_OFF:
2007 takeoff();
2008 break;
2009
2010 case ACTION_EAT:
2011 if( !avatar_action::eat_here( u ) ) {
2013 }
2014 break;
2015
2017 if( !avatar_action::eat_here( u ) ) {
2019 }
2020 break;
2021
2022 case ACTION_READ:
2023 // Shell-users are presumed to have the book just at an opening and read it that way
2024 read();
2025 break;
2026
2027 case ACTION_WIELD:
2029 break;
2030
2031 case ACTION_PICK_STYLE:
2032 u.martial_arts_data->pick_style( u );
2033 break;
2034
2035 case ACTION_RELOAD_ITEM:
2037 break;
2038
2041 break;
2042
2045 break;
2046
2047 case ACTION_UNLOAD:
2049 break;
2050
2051 case ACTION_MEND:
2053 break;
2054
2055 case ACTION_THROW: {
2056 item_location loc;
2057 avatar_action::plthrow( g->u, loc );
2058 break;
2059 }
2060
2061 case ACTION_FIRE:
2062 fire();
2063 break;
2064
2065 case ACTION_CAST_SPELL:
2066 cast_spell();
2067 break;
2068
2069 case ACTION_FIRE_BURST: {
2070 if( u.weapon.gun_set_mode( gun_mode_id( "AUTO" ) ) ) {
2072 }
2073 break;
2074 }
2075
2077 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2078 if( u.weapon.gun_all_modes().size() > 1 ) {
2080 } else {
2081 add_msg( m_info, _( "Your %s has only one firing mode." ), u.weapon.display_name() );
2082 }
2083 }
2084 break;
2085
2087 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2089 }
2090 break;
2091
2092 case ACTION_DROP:
2093 // You CAN drop things to your own tile while in the shell.
2094 drop();
2095 break;
2096
2097 case ACTION_DIR_DROP:
2099 add_msg( m_info, _( "You can't drop things to another tile while you're in your shell." ) );
2100 } else {
2102 }
2103 break;
2104 case ACTION_BIONICS:
2105 show_bionics_ui( u );
2106 break;
2107 case ACTION_MUTATIONS:
2109 break;
2110
2111 case ACTION_SORT_ARMOR:
2113 break;
2114
2115 case ACTION_WAIT:
2116 wait();
2117 break;
2118
2119 case ACTION_CRAFT:
2121 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2122 } else if( u.is_mounted() ) {
2123 add_msg( m_info, _( "You can't craft while you're riding." ) );
2124 } else {
2125 u.craft();
2126 }
2127 break;
2128
2129 case ACTION_RECRAFT:
2131 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2132 } else if( u.is_mounted() ) {
2133 add_msg( m_info, _( "You can't craft while you're riding." ) );
2134 } else {
2135 u.recraft();
2136 }
2137 break;
2138
2139 case ACTION_LONGCRAFT:
2141 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2142 } else if( u.is_mounted() ) {
2143 add_msg( m_info, _( "You can't craft while you're riding." ) );
2144 } else {
2145 u.long_craft();
2146 }
2147 break;
2148
2149 case ACTION_DISASSEMBLE:
2150 if( u.controlling_vehicle ) {
2151 add_msg( m_info, _( "You can't disassemble items while driving." ) );
2152 } else if( u.is_mounted() ) {
2153 add_msg( m_info, _( "You can't disassemble items while you're riding." ) );
2154 } else {
2156 }
2157 break;
2158
2159 case ACTION_CONSTRUCT:
2160 if( u.in_vehicle ) {
2161 add_msg( m_info, _( "You can't construct while in a vehicle." ) );
2162 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
2163 add_msg( m_info, _( "You can't construct while you're in your shell." ) );
2164 } else if( u.is_mounted() ) {
2165 add_msg( m_info, _( "You can't construct while you're riding." ) );
2166 } else {
2167 construction_menu( false );
2168 }
2169 break;
2170
2171 case ACTION_SLEEP:
2172 if( veh_ctrl ) {
2173 add_msg( m_info, _( "Vehicle control has moved, %s" ),
2174 press_x( ACTION_CONTROL_VEHICLE, _( "new binding is " ),
2175 _( "new default binding is '^'." ) ) );
2176 } else {
2177 sleep();
2178 }
2179 break;
2180
2183 add_msg( m_info, _( "You can't operate a vehicle while you're in your shell." ) );
2184 } else if( u.is_mounted() ) {
2185 u.dismount();
2186 } else {
2188 }
2189 break;
2190
2193 add_msg( m_info, auto_travel_mode ? _( "Auto travel mode ON!" ) : _( "Auto travel mode OFF!" ) );
2194 break;
2195
2197 if( safe_mode == SAFE_MODE_OFF ) {
2199 mostseen = 0;
2200 add_msg( m_info, _( "Safe mode ON!" ) );
2201 } else {
2204 add_msg( m_info, get_option<bool>( "AUTOSAFEMODE" )
2205 ? _( "Safe mode OFF! (Auto safe mode still enabled!)" ) : _( "Safe mode OFF!" ) );
2206 }
2210 }
2211 break;
2212
2214 auto &autosafemode_option = get_options().get_option( "AUTOSAFEMODE" );
2215 add_msg( m_info, autosafemode_option.value_as<bool>()
2216 ? _( "Auto safe mode OFF!" ) : _( "Auto safe mode ON!" ) );
2217 autosafemode_option.setNext();
2218 break;
2219 }
2220
2222 if( safe_mode == SAFE_MODE_STOP ) {
2223 add_msg( m_info, _( "Ignoring enemy!" ) );
2224 for( auto &elem : u.get_mon_visible().new_seen_mon ) {
2225 monster &critter = *elem;
2226 critter.ignoring = rl_dist( u.pos(), critter.pos() );
2227 }
2229 } else if( u.has_effect( effect_laserlocked ) ) {
2230 if( u.has_trait( trait_PROF_CHURL ) ) {
2231 add_msg( m_warning, _( "You make the sign of the cross." ) );
2232 } else {
2233 add_msg( m_info, _( "Ignoring laser targeting!" ) );
2234 }
2237 }
2238 break;
2239
2241 if( safe_mode == SAFE_MODE_STOP && !get_safemode().empty() ) {
2243 add_msg( m_info, _( "Creature whitelisted: %s" ), get_safemode().lastmon_whitelist );
2245 mostseen = 0;
2246 } else {
2247 get_safemode().show();
2248 }
2249 break;
2250
2251 case ACTION_SUICIDE:
2252 if( query_yn( _( "Commit suicide?" ) ) ) {
2253 if( query_yn( _( "REALLY commit suicide?" ) ) ) {
2254 u.apply_damage( &u, body_part_head, 99999 );
2255 u.moves = 0;
2256 u.place_corpse();
2258 }
2259 }
2260 break;
2261
2262 case ACTION_SAVE:
2263 if( query_yn( _( "Save and quit?" ) ) ) {
2264 if( save() ) {
2265 u.moves = 0;
2266 uquit = QUIT_SAVED;
2267 }
2268 }
2269 break;
2270
2271 case ACTION_QUICKSAVE:
2272 quicksave();
2273 return false;
2274
2275 case ACTION_QUICKLOAD:
2276 quickload();
2277 return false;
2278
2279 case ACTION_PL_INFO:
2281 break;
2282
2283 case ACTION_MAP:
2285 break;
2286
2287 case ACTION_SKY:
2288 if( m.is_outside( u.pos() ) ) {
2290 } else {
2291 add_msg( m_info, _( "You can't see the sky from here." ) );
2292 }
2293 break;
2294
2295 case ACTION_MISSIONS:
2296 list_missions();
2297 break;
2298
2299 case ACTION_SCORES:
2301 break;
2302
2303 case ACTION_DIARY:
2305 break;
2306
2307 case ACTION_FACTIONS:
2308 faction_manager_ptr->display();
2309 break;
2310
2311 case ACTION_MORALE:
2312 u.disp_morale();
2313 break;
2314
2315 case ACTION_MESSAGES:
2317 break;
2318
2319 case ACTION_HELP:
2321 break;
2322
2323 case ACTION_OPTIONS:
2324 get_options().show( true );
2325 break;
2326
2327 case ACTION_AUTOPICKUP:
2329 break;
2330
2331 case ACTION_AUTONOTES:
2333 break;
2334
2335 case ACTION_SAFEMODE:
2336 get_safemode().show();
2337 break;
2338
2341 break;
2342
2343 case ACTION_COLOR:
2344 all_colors.show_gui();
2345 break;
2346
2347 case ACTION_WORLD_MODS:
2348 world_generator->show_active_world_mods( world_generator->active_world->active_mod_order );
2349 break;
2350
2351 case ACTION_DEBUG:
2353 break; //don't do anything when sharing and not debugger
2354 }
2356 break;
2357
2360 break;
2361
2364 break;
2365
2368 break;
2369
2371 reload_tileset( []( std::string str ) {
2372 DebugLog( DL::Info, DC::Main ) << str;
2373 } );
2374 break;
2375
2377 get_options().get_option( "AUTO_FEATURES" ).setNext();
2378 get_options().save();
2379 //~ Auto Features are now ON/OFF
2380 add_msg( _( "%s are now %s." ),
2381 get_options().get_option( "AUTO_FEATURES" ).getMenuText(),
2382 get_option<bool>( "AUTO_FEATURES" ) ? _( "ON" ) : _( "OFF" ) );
2383 break;
2384
2386 get_options().get_option( "AUTO_PULP_BUTCHER" ).setNext();
2387 get_options().save();
2388 //~ Auto Pulp/Pulp Adjacent/Butcher is now set to x
2389 add_msg( _( "%s is now set to %s." ),
2390 get_options().get_option( "AUTO_PULP_BUTCHER" ).getMenuText(),
2391 get_options().get_option( "AUTO_PULP_BUTCHER" ).getValueName() );
2392 break;
2393
2395 get_options().get_option( "AUTO_MINING" ).setNext();
2396 get_options().save();
2397 //~ Auto Mining is now ON/OFF
2398 add_msg( _( "%s is now %s." ),
2399 get_options().get_option( "AUTO_MINING" ).getMenuText(),
2400 get_option<bool>( "AUTO_MINING" ) ? _( "ON" ) : _( "OFF" ) );
2401 break;
2402
2404 if( g->u.get_value( "THIEF_MODE" ) == "THIEF_ASK" ) {
2405 u.set_value( "THIEF_MODE", "THIEF_HONEST" );
2406 u.set_value( "THIEF_MODE_KEEP", "YES" );
2407 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2408 add_msg( _( "You will not pick up other peoples belongings." ) );
2409 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_HONEST" ) {
2410 u.set_value( "THIEF_MODE", "THIEF_STEAL" );
2411 u.set_value( "THIEF_MODE_KEEP", "YES" );
2412 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2413 add_msg( _( "You will pick up also those things that belong to others!" ) );
2414 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_STEAL" ) {
2415 u.set_value( "THIEF_MODE", "THIEF_ASK" );
2416 u.set_value( "THIEF_MODE_KEEP", "NO" );
2417 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2418 add_msg( _( "You will be reminded not to steal." ) );
2419 } else {
2420 // ERROR
2421 add_msg( _( "THIEF_MODE CONTAINED BAD VALUE [ %s ]!" ), g->u.get_value( "THIEF_MODE" ) );
2422 }
2423 break;
2424
2426 get_options().get_option( "AUTO_FORAGING" ).setNext();
2427 get_options().save();
2428 //~ Auto Foraging is now set to x
2429 add_msg( _( "%s is now set to %s." ),
2430 get_options().get_option( "AUTO_FORAGING" ).getMenuText(),
2431 get_options().get_option( "AUTO_FORAGING" ).getValueName() );
2432 break;
2433
2435 get_options().get_option( "AUTO_PICKUP" ).setNext();
2436 get_options().save();
2437 //~ Auto pickup is now set to x
2438 add_msg( _( "%s is now set to %s." ),
2439 get_options().get_option( "AUTO_PICKUP" ).getMenuText(),
2440 get_options().get_option( "AUTO_PICKUP" ).getValueName() );
2441 break;
2442
2445 break; //don't do anything when sharing and not debugger
2446 }
2447 display_scent();
2448 break;
2449
2452 break; //don't do anything when sharing and not debugger
2453 }
2454 display_scent();
2455 break;
2456
2459 break; //don't do anything when sharing and not debugger
2460 }
2462 break;
2465 break; //don't do anything when sharing and not debugger
2466 }
2468 break;
2471 break; //don't do anything when sharing and not debugger
2472 }
2474 break;
2475
2478 break; //don't do anything when sharing and not debugger
2479 }
2481 break;
2482
2485 break; //don't do anything when sharing and not debugger
2486 }
2488 break;
2489
2492 break; //don't do anything when sharing and not debugger
2493 }
2495 break;
2496
2498 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
2499 break;
2500
2503 break;
2504
2507 break; //don't do anything when sharing and not debugger
2508 }
2510 if( debug_mode ) {
2511 add_msg( m_info, _( "Debug mode ON!" ) );
2512 } else {
2513 add_msg( m_info, _( "Debug mode OFF!" ) );
2514 }
2515 break;
2516
2517 case ACTION_ZOOM_IN:
2518 zoom_in();
2520 break;
2521
2522 case ACTION_ZOOM_OUT:
2523 zoom_out();
2525 break;
2526
2527 case ACTION_ITEMACTION:
2529 break;
2530
2531 case ACTION_AUTOATTACK:
2533 break;
2534
2535 default:
2536 break;
2537 }
2538 }
2539 if( act != ACTION_TIMEOUT ) {
2540 u.mod_moves( -current_turn.moves_elapsed() );
2541 }
2542 gamemode->post_action( act );
2543
2544 u.movecounter = ( !u.is_dead_state() ? ( before_action_moves - u.moves ) : 0 );
2545 dbg( DL::Info ) << string_format( "%s: [%d] %d - %d = %d", action_ident( act ),
2546 to_turn<int>( calendar::turn ), before_action_moves, u.movecounter, u.moves );
2547 return ( !u.is_dead_state() );
2548}
bool can_action_change_worldstate(const action_id act)
Lookup whether an action can affect the state of the game world.
Definition: action.cpp:352
action_id look_up_action(const std::string &ident)
Lookup an action ID by its unique string identifier.
Definition: action.cpp:423
action_id handle_main_menu()
Show in-game main menu.
Definition: action.cpp:947
point get_delta_from_movement_action(const action_id act, const iso_rotate rot)
Definition: action.cpp:512
std::optional< std::string > press_x_if_bound(action_id act)
Definition: action.cpp:474
action_id handle_action_menu()
Show the action menu.
Definition: action.cpp:660
@ ACTION_SAFEMODE
Open safemode manager.
Definition: action.h:263
@ ACTION_PEEK
Peek through something (e.g.
Definition: action.h:117
@ ACTION_OPEN
Open an item (e.g.
Definition: action.h:95
@ ACTION_CRAFT
Open crafting menu.
Definition: action.h:195
@ ACTION_DROP
Open the drop-item menu.
Definition: action.h:177
@ ACTION_READ
Open the read menu.
Definition: action.h:149
@ ACTION_TOGGLE_AUTO_PICKUP
Turn auto pickup on/off.
Definition: action.h:309
@ ACTION_MOVE_BACK_LEFT
Move towards bottom-left of screen / decelerate and steer left.
Definition: action.h:47
@ ACTION_ZOOM_IN
Zoom view out.
Definition: action.h:287
@ ACTION_EAT
Open the default consume item menu.
Definition: action.h:145
@ ACTION_SMASH
Smash something.
Definition: action.h:99
@ ACTION_ADVANCEDINV
Open the advanced inventory screen.
Definition: action.h:131
@ ACTION_QUICKSAVE
Quicksave the game.
Definition: action.h:223
@ ACTION_HELP
Display help screen.
Definition: action.h:249
@ ACTION_MESSAGES
Display messages screen.
Definition: action.h:247
@ ACTION_ZONES
Open the zone manager.
Definition: action.h:121
@ ACTION_TOGGLE_PIXEL_MINIMAP
Turn pixel minimap on/off.
Definition: action.h:293
@ ACTION_USE
Open the use menu.
Definition: action.h:137
@ ACTION_QUICKLOAD
Quickload the game.
Definition: action.h:225
@ ACTION_LIST_ITEMS
List items and monsters in a given square.
Definition: action.h:119
@ ACTION_DEBUG
Open debug menu.
Definition: action.h:277
@ ACTION_OPTIONS
Display options window.
Definition: action.h:257
@ ACTION_MOVE_FORTH
Move towards top of screen / accelerate.
Definition: action.h:37
@ ACTION_PICK_STYLE
Open the martial-arts style menu.
Definition: action.h:153
@ ACTION_CONSTRUCT
Open construct menu.
Definition: action.h:201
@ ACTION_MOVE_FORTH_RIGHT
Move towards top-right of screen / accelerate and steer right.
Definition: action.h:39
@ ACTION_SORT_ARMOR
Open the armor sorting menu.
Definition: action.h:185
@ ACTION_OPEN_CONSUME
Open the custom consume item menu.
Definition: action.h:147
@ ACTION_MORALE
Display morale effects screen.
Definition: action.h:245
@ ACTION_NULL
Invalid action used for various lookup errors.
Definition: action.h:20
@ ACTION_RESET_MOVE
Reset movement mode to walk
Definition: action.h:59
@ ACTION_CHAT
Chat with something.
Definition: action.h:113
@ ACTION_RELOAD_WIELDED
Attempt to reload wielded object.
Definition: action.h:159
@ ACTION_MOVE_DOWN
Descend a staircase.
Definition: action.h:53
@ ACTION_MISSIONS
Display missions screen.
Definition: action.h:239
@ ACTION_AUTONOTES
Open autonotes manager.
Definition: action.h:261
@ ACTION_WIELD
Open the wield menu.
Definition: action.h:151
@ ACTION_THROW
Open the throw menu.
Definition: action.h:165
@ ACTION_TOGGLE_AUTO_MINING
Turn auto mining on/off.
Definition: action.h:305
@ ACTION_INVENTORY
Open the primary inventory screen.
Definition: action.h:129
@ ACTION_TOGGLE_AUTOSAFE
Turn automatic triggering of safemode on/off.
Definition: action.h:213
@ ACTION_OPEN_MOVEMENT
Open movement mode menu.
Definition: action.h:65
@ ACTION_COMPARE
Open the item compare screen.
Definition: action.h:133
@ ACTION_SCORES
Display scores screen.
Definition: action.h:241
@ ACTION_BUTCHER
Butcher or disassemble objects in current square.
Definition: action.h:111
@ ACTION_SEC_SELECT
Click on a point with secondary mouse button (usually right button)
Definition: action.h:27
@ ACTION_TOGGLE_CROUCH
Toggle crouch on/off.
Definition: action.h:63
@ ACTION_TOGGLE_HOUR_TIMER
Toggle timing of the game hours.
Definition: action.h:325
@ ACTION_SELECT
Click on a point with primary mouse button (usually left button)
Definition: action.h:25
@ ACTION_MAIN_MENU
Display main menu.
Definition: action.h:251
@ ACTION_DISPLAY_SUBMAP_GRID
Toggle submap grid overlay.
Definition: action.h:323
@ ACTION_WAIT
Open wait menu.
Definition: action.h:193
@ ACTION_ACTIONMENU
Open the action menu.
Definition: action.h:289
@ ACTION_DISASSEMBLE
Open disassemble menu.
Definition: action.h:203
@ ACTION_LOOT
Sort out the loot.
Definition: action.h:123
@ ACTION_TOGGLE_FULLSCREEN
Toggle full-screen mode.
Definition: action.h:275
@ ACTION_MAP
Display over-map.
Definition: action.h:235
@ ACTION_MEND
Open the mending menu (e.g.
Definition: action.h:163
@ ACTION_TOGGLE_THIEF_MODE
Toggle permanent attitude to stealing.
Definition: action.h:215
@ ACTION_USE_WIELDED
Use currently wielded item.
Definition: action.h:139
@ ACTION_PL_INFO
Display player status screen.
Definition: action.h:233
@ ACTION_DISPLAY_SCENT_TYPE
Toggle scent type map.
Definition: action.h:281
@ ACTION_TOGGLE_AUTO_FORAGING
Turn auto foraging on/off.
Definition: action.h:307
@ ACTION_FIRE_BURST
Burst-fire the current weapon.
Definition: action.h:169
@ ACTION_BIONICS
Open the bionics menu.
Definition: action.h:181
@ ACTION_CONTROL_VEHICLE
Open vehicle control menu.
Definition: action.h:207
@ ACTION_SAVE
Save the game and quit.
Definition: action.h:221
@ ACTION_MOVE_UP
Ascend a staircase.
Definition: action.h:55
@ ACTION_TOGGLE_PANEL_ADM
Turn admin panel on/off.
Definition: action.h:295
@ ACTION_TOGGLE_AUTO_PULP_BUTCHER
Change auto pulp/butcher mode.
Definition: action.h:303
@ ACTION_TOGGLE_AUTO_TRAVEL_MODE
Turn auto travel mode on/off.
Definition: action.h:209
@ ACTION_COLOR
Open color manager.
Definition: action.h:265
@ ACTION_TIMEOUT
Input timeout.
Definition: action.h:35
@ ACTION_TOGGLE_RUN
Toggle run on/off.
Definition: action.h:61
@ ACTION_FACTIONS
Display factions screen.
Definition: action.h:243
@ ACTION_GRAB
Grab or let go of an object.
Definition: action.h:107
@ ACTION_MOVE_BACK
Move towards bottom of screen / decelerate.
Definition: action.h:45
@ ACTION_CAST_SPELL
Cast a spell (only if any spells are known)
Definition: action.h:175
@ ACTION_DIR_DROP
Drop items in a given direction.
Definition: action.h:179
@ ACTION_AUTOATTACK
Auto select and attack hostile creature within range.
Definition: action.h:187
@ ACTION_CYCLE_MOVE
Cycle run/walk/crouch mode.
Definition: action.h:57
@ ACTION_SKY
Show sky state for trying to predict weather.
Definition: action.h:237
@ ACTION_FIRE
Fire the wielded weapon, or open fire menu if none.
Definition: action.h:167
@ ACTION_PAUSE
Pause an on-going activity.
Definition: action.h:33
@ ACTION_MOVE_BACK_RIGHT
Move towards bottom-right of screen / decelerate and steer right.
Definition: action.h:43
@ ACTION_MUTATIONS
Open the mutations menu.
Definition: action.h:183
@ ACTION_HAUL
Haul pile of items, or let go of them.
Definition: action.h:109
@ ACTION_MOVE_RIGHT
Move / steer right.
Definition: action.h:41
@ ACTION_SLEEP
Open sleep menu.
Definition: action.h:205
@ ACTION_ITEMACTION
Open the item uses menu.
Definition: action.h:291
@ ACTION_MOVE_LEFT
Move / steer left.
Definition: action.h:49
@ ACTION_SELECT_DEFAULT_AMMO
Change default ammo for current weapon.
Definition: action.h:173
@ ACTION_AUTOPICKUP
Open autopickup manager.
Definition: action.h:259
@ ACTION_SUICIDE
Commit suicide.
Definition: action.h:227
@ NUM_ACTIONS
Not an action, serves as count of enumerated actions.
Definition: action.h:327
@ ACTION_ZOOM_OUT
Zoom view in.
Definition: action.h:285
@ ACTION_SELECT_FIRE_MODE
Change fire mode of the current weapon.
Definition: action.h:171
@ ACTION_UNLOAD
Open the unload item (e.g.
Definition: action.h:161
@ ACTION_RECRAFT
Repeat last craft command.
Definition: action.h:197
@ ACTION_TAKE_OFF
Open the take-off clothing selection menu.
Definition: action.h:143
@ ACTION_PICKUP_FEET
Pick up items from current square.
Definition: action.h:105
@ ACTION_TOGGLE_AUTO_FEATURES
Turn auto features on/off.
Definition: action.h:301
@ ACTION_WORLD_MODS
Open active world mods.
Definition: action.h:267
@ ACTION_TOGGLE_DEBUG_MODE
Toggle debug mode.
Definition: action.h:283
@ ACTION_ORGANIZE
Swap inventory letters.
Definition: action.h:135
@ ACTION_MOVE_FORTH_LEFT
Move towards top-left of screen / accelerate and steer left.
Definition: action.h:51
@ ACTION_RELOAD_TILESET
Reload current tileset.
Definition: action.h:299
@ ACTION_CLOSE
Close an item (e.g.
Definition: action.h:97
@ ACTION_RELOAD_WEAPON
Attempt to reload wielded weapon, then fall back to the load item select menu.
Definition: action.h:157
@ ACTION_RELOAD_ITEM
Open the load item (e.g.
Definition: action.h:155
@ ACTION_PICKUP
Pick up items from current/adjacent squares.
Definition: action.h:103
@ ACTION_LONGCRAFT
Open batch crafting menu.
Definition: action.h:199
@ ACTION_DISTRACTION_MANAGER
Open distraction manager.
Definition: action.h:269
@ ACTION_WEAR
Open the wear clothing selection menu.
Definition: action.h:141
@ ACTION_DIARY
Display diary window.
Definition: action.h:253
void create_advanced_inv()
void show_armor_layers_ui(Character &who)
auto_notes::auto_note_settings & get_auto_notes_settings()
Definition: auto_note.cpp:386
auto_pickup::player_settings & get_auto_pickup()
Definition: auto_pickup.cpp:38
void show_bionics_ui(Character &who)
Definition: bionics_ui.cpp:537
const bodypart_str_id body_part_head("head")
bool tile_iso
Using isometric tileset.
bool debug_mode
Extended debugging mode, can be toggled during game.
bool has_active_mutation(const trait_id &b) const
Definition: mutation.cpp:365
pimpl< character_martial_arts > martial_arts_data
Definition: character.h:1550
bool has_active_item(const itype_id &id) const
Whether the player carries an active item of the given item type.
Definition: character.cpp:2482
void place_corpse()
std::set< tripoint > get_path_avoid() const override
Returns a set of points we do not want to path through.
Definition: character.cpp:9912
bool has_destination_activity() const
bool is_auto_moving() const
void start_destination_activity()
action_id get_next_auto_move_direction()
const pathfinding_settings & get_pathfinding_settings() const override
Returns settings for pathfinding.
Definition: character.cpp:9926
bool is_armed() const
Returns true if the character is wielding something.
Definition: melee.cpp:148
void dismount()
Definition: character.cpp:1171
item weapon
Definition: character.h:1546
void set_value(const std::string &key, const std::string &value)
Definition: creature.cpp:1351
std::string get_value(const std::string &key) const
Definition: creature.cpp:1361
void mod_moves(int nmoves)
Definition: creature.cpp:1428
void cycle_move_mode()
Definition: avatar.cpp:1187
void toggle_map_memory()
Definition: avatar.cpp:122
void toggle_crouch_mode()
Definition: avatar.cpp:1171
void toggle_run_mode()
Definition: avatar.cpp:1162
void disp_morale()
Provides the window and detailed morale data.
Definition: avatar.cpp:1001
void reset_move_mode()
Definition: avatar.cpp:1180
static void show_diary_ui(diary *c_diary)
Definition: diary_ui.cpp:164
void item_action_menu()
void display_radiation()
Definition: game.cpp:11233
void list_missions()
Definition: mission_ui.cpp:22
input_context get_player_input(std::string &action)
bool try_get_left_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2292
void set_safe_mode(safe_mode_type mode)
Definition: game.cpp:8613
void reload_tileset(std::function< void(std::string)> out)
Definition: game.cpp:427
void pickup_feet()
Definition: game.cpp:5614
void zones_manager()
Definition: game.cpp:6087
int turnssincelastmon
Definition: game.h:1020
void display_visibility()
Definition: game.cpp:11147
void display_scent()
Definition: game.cpp:11112
bool save()
Returns false if saving failed.
Definition: game.cpp:2727
void butcher()
Definition: game.cpp:8295
void display_temperature()
Definition: game.cpp:11133
bool auto_travel_mode
Definition: game.h:1017
void zoom_out()
Definition: game.cpp:7037
void toggle_pixel_minimap()
Definition: game.cpp:416
void toggle_debug_hour_timer()
Definition: game.cpp:11179
void display_transparency()
Definition: game.cpp:11240
void list_items_monsters()
Definition: game.cpp:7215
void chat()
Definition: npctalk.cpp:395
void quickload()
Definition: game.cpp:11275
void pickup()
Definition: game.cpp:5592
void vertical_move(int z, bool force, bool peeking=false)
Moves the player vertically.
Definition: game.cpp:9961
void open_consume_item_menu()
void display_lighting()
Definition: game.cpp:11207
void control_vehicle()
Definition: game.cpp:5161
void peek()
Definition: game.cpp:5621
std::optional< tripoint > look_around(bool force_3d=false)
Definition: game.cpp:6562
void drop()
Definition: game.cpp:8033
bool try_get_right_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2320
bool check_safe_mode_allowed(bool repeat_safe_mode_warnings=true)
Check whether movement is allowed according to safe mode settings.
Definition: game.cpp:8551
void zoom_in()
Definition: game.cpp:7049
void toggle_fullscreen()
Definition: game.cpp:406
void display_vehicle_ai()
Definition: game.cpp:11140
void mark_main_ui_adaptor_resize() const
Definition: game.cpp:2975
void drop_in_direction()
Definition: game.cpp:8038
void display_help()
Definition: help.cpp:140
input_event get_raw_input()
Temporary method to retrieve the raw input received, so that input_contexts can be used in screens wh...
Definition: input.cpp:1293
action_id display_menu(bool permit_execute_action=false)
Displays the possible actions in the current context and their keybindings.
Definition: input.cpp:993
std::optional< tripoint > get_coordinates(const catacurses::window &capture_win_)
Get the coordinates associated with the last mouse click (if any).
Definition: input.cpp:1332
std::string get_keyname(int ch, input_event_t inp_type, bool portable=false) const
Get the key name associated with the given keyboard keycode.
Definition: input.cpp:410
bool is_gun() const
Can this item be used to perform a ranged attack?
Definition: item.cpp:6517
void gun_cycle_mode()
Switch to the next available firing mode.
Definition: item.cpp:7915
std::string display_name(unsigned int quantity=1) const
Returns the item name and the charges or contained charges (if the item can have charges at all).
Definition: item.cpp:4820
bool is_gunmod() const
Definition: item.cpp:6547
std::map< gun_mode_id, gun_mode > gun_all_modes() const
Get all possible modes for this gun inclusive of any attached gunmods.
Definition: item.cpp:7834
bool gun_set_mode(const gun_mode_id &mode)
Try to set the mode for a gun, returning false if no such mode is possible.
Definition: item.cpp:7906
bool is_outside(const tripoint &p) const
Definition: map.cpp:2619
std::vector< tripoint > route(const tripoint &f, const tripoint &t, const pathfinding_settings &settings, const std::set< tripoint > &pre_closed={{ }}) const
Calculate the best path using A*.
const tripoint & pos() const override
Definition: monster.cpp:256
short ignoring
Definition: monster.h:504
cOpt & get_option(const std::string &name)
Definition: options.cpp:3400
std::string show(bool ingame=false, bool world_options_only=false, const std::function< bool()> &on_quit=nullptr)
Definition: options.cpp:2777
void show_adm()
Definition: panels.cpp:2295
void craft(const tripoint &loc=tripoint_zero)
Start various types of crafts.
Definition: crafting.cpp:341
int movecounter
Definition: player.h:247
void recraft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:352
void long_craft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:361
void add_rule(const std::string &rule_in, Creature::Attitude attitude_in, int proximity_in, rule_state state_in)
void show()
Definition: safemode_ui.cpp:39
int moves_elapsed()
#define all_colors
Definition: color.h:15
std::optional< construction_id > construction_menu(const bool blueprint)
@ Info
Information (default: enabled).
@ Main
Generic messages related to game startup and operation.
#define DebugLog(lev, cl)
DebugLog.
Definition: debug.h:274
@ RULE_WHITELISTED
Definition: enums.h:53
@ SAFE_MODE_OFF
Definition: game.h:77
@ QUIT_SAVED
Definition: game.h:70
static void open_movement_mode_menu()
static void smash()
static void open()
static void rcdrive(point d)
#define dbg(x)
static void takeoff()
static void read()
static void wait()
static const efftype_id effect_laserlocked("laserlocked")
static void wear()
static void close()
static const bionic_id bio_remote("bio_remote")
static void pldrive(const tripoint &p)
static void haul()
static const trait_id trait_SHELL2("SHELL2")
static const trait_id trait_PROF_CHURL("PROF_CHURL")
static void cast_spell()
static void loot()
static void fire()
static void grab()
static const itype_id itype_radiocontrol("radiocontrol")
help & get_help()
Definition: help.cpp:30
void show_mutations_ui(Character &who)
bool isDebugger()
Definition: mapsharing.cpp:65
bool isCompetitive()
Definition: mapsharing.cpp:35
void reload_wielded(bool prompt=false)
Reload wielded item.
void reload_item()
Prompt to reload some item.
void use_item(avatar &you, item_location &loc)
bool eat_here(avatar &you)
void wield()
Prompt to wield some item.
void plthrow(avatar &you, item_location loc, const std::optional< tripoint > &blind_throw_from_pos=std::nullopt)
void autoattack(avatar &you, map &m)
void eat(avatar &you)
Eat food or fuel 'E' (or 'a')
void fire_wielded_weapon(avatar &you)
Checks if the wielded weapon is a gun and can be fired then starts interactive aiming.
void reload_weapon(bool try_everything=true)
Reload a wielded gun/tool.
void mend(avatar &you, item_location loc)
void unload(avatar &you)
Prompts to unload some item.
void use_item(avatar &you, item_location loc)
Use a tool at given location.
void disp_info(Character &ch)
Handles and displays detailed character info for the '@' screen.
void do_pause(Character &who)
Do pause action ('.
void debug()
void close_door(map &m, Character &who, const tripoint &closep)
Handles deducting moves, printing messages (only non-NPCs cause messages), actually closing it,...
Definition: gates.cpp:256
void common(avatar &you)
void compare(player &p, const std::optional< tripoint > &offset)
void swap_letters(player &p)
void prompt_select_default_ammo_for(avatar &u, const item &w)
Prompts to select default ammo compatible with provided gun.
Definition: ranged.cpp:3805
void display_visible_weather()
Display overmap like with display() and display the weather that is within line of sight.
void display()
Display overmap centered at the player's position.
options_manager & get_options()
Definition: options.cpp:141
T get_option(const std::string &name)
Definition: options.h:368
static constexpr point point_south_west
Definition: point.h:267
static constexpr point point_north_east
Definition: point.h:263
static constexpr point point_north_west
Definition: point.h:269
@ sleep
Will recharge only when character is asleep.
An instance of an input, like a keypress etc.
Definition: input.h:91
std::vector< int > sequence
Definition: input.h:97
int get_first_input() const
Definition: input.cpp:100
input_event_t type
Definition: input.h:92
void handbrake()

References _, Creature::A_ANY, achievements_tracker_ptr, act, action, ACTION_ACTIONMENU, ACTION_ADVANCEDINV, ACTION_AUTOATTACK, ACTION_AUTONOTES, ACTION_AUTOPICKUP, ACTION_BIONICS, ACTION_BUTCHER, ACTION_CAST_SPELL, ACTION_CENTER, ACTION_CHAT, ACTION_CLOSE, ACTION_COLOR, ACTION_COMPARE, ACTION_CONSTRUCT, ACTION_CONTROL_VEHICLE, ACTION_CRAFT, ACTION_CYCLE_MOVE, ACTION_DEBUG, ACTION_DIARY, ACTION_DIR_DROP, ACTION_DISASSEMBLE, ACTION_DISPLAY_LIGHTING, ACTION_DISPLAY_RADIATION, ACTION_DISPLAY_SCENT, ACTION_DISPLAY_SCENT_TYPE, ACTION_DISPLAY_SUBMAP_GRID, ACTION_DISPLAY_TEMPERATURE, ACTION_DISPLAY_TRANSPARENCY, ACTION_DISPLAY_VEHICLE_AI, ACTION_DISPLAY_VISIBILITY, ACTION_DISTRACTION_MANAGER, ACTION_DROP, ACTION_EAT, ACTION_EXAMINE, ACTION_FACTIONS, ACTION_FIRE, ACTION_FIRE_BURST, ACTION_GRAB, ACTION_HAUL, ACTION_HELP, action_ident(), ACTION_IGNORE_ENEMY, ACTION_INVENTORY, ACTION_ITEMACTION, ACTION_KEYBINDINGS, ACTION_LIST_ITEMS, ACTION_LONGCRAFT, ACTION_LOOK, ACTION_LOOT, ACTION_MAIN_MENU, ACTION_MAP, ACTION_MEND, ACTION_MESSAGES, ACTION_MISSIONS, ACTION_MORALE, ACTION_MOVE_BACK, ACTION_MOVE_BACK_LEFT, ACTION_MOVE_BACK_RIGHT, ACTION_MOVE_DOWN, ACTION_MOVE_FORTH, ACTION_MOVE_FORTH_LEFT, ACTION_MOVE_FORTH_RIGHT, ACTION_MOVE_LEFT, ACTION_MOVE_RIGHT, ACTION_MOVE_UP, ACTION_MUTATIONS, ACTION_NULL, ACTION_OPEN, ACTION_OPEN_CONSUME, ACTION_OPEN_MOVEMENT, ACTION_OPTIONS, ACTION_ORGANIZE, ACTION_PAUSE, ACTION_PEEK, ACTION_PICK_STYLE, ACTION_PICKUP, ACTION_PICKUP_FEET, ACTION_PL_INFO, ACTION_QUICKLOAD, ACTION_QUICKSAVE, ACTION_READ, ACTION_RECRAFT, ACTION_RELOAD_ITEM, ACTION_RELOAD_TILESET, ACTION_RELOAD_WEAPON, ACTION_RELOAD_WIELDED, ACTION_RESET_MOVE, ACTION_SAFEMODE, ACTION_SAVE, ACTION_SCORES, ACTION_SEC_SELECT, ACTION_SELECT, ACTION_SELECT_DEFAULT_AMMO, ACTION_SELECT_FIRE_MODE, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_SKY, ACTION_SLEEP, ACTION_SMASH, ACTION_SORT_ARMOR, ACTION_SUICIDE, ACTION_TAKE_OFF, ACTION_THROW, ACTION_TIMEOUT, ACTION_TOGGLE_AUTO_FEATURES, ACTION_TOGGLE_AUTO_FORAGING, ACTION_TOGGLE_AUTO_MINING, ACTION_TOGGLE_AUTO_PICKUP, ACTION_TOGGLE_AUTO_PULP_BUTCHER, ACTION_TOGGLE_AUTO_TRAVEL_MODE, ACTION_TOGGLE_AUTOSAFE, ACTION_TOGGLE_CROUCH, ACTION_TOGGLE_DEBUG_MODE, ACTION_TOGGLE_FULLSCREEN, ACTION_TOGGLE_HOUR_TIMER, ACTION_TOGGLE_MAP_MEMORY, ACTION_TOGGLE_PANEL_ADM, ACTION_TOGGLE_PIXEL_MINIMAP, ACTION_TOGGLE_RUN, ACTION_TOGGLE_SAFEMODE, ACTION_TOGGLE_THIEF_MODE, ACTION_UNLOAD, ACTION_USE, ACTION_USE_WIELDED, ACTION_WAIT, ACTION_WEAR, ACTION_WHITELIST_ENEMY, ACTION_WIELD, ACTION_WORLD_MODS, ACTION_ZONES, ACTION_ZOOM_IN, ACTION_ZOOM_OUT, add_msg(), safemode::add_rule(), all_colors, Character::apply_damage(), auto_travel_mode, avatar_action::autoattack(), bio_remote, body_part_head, butcher(), can_action_change_worldstate(), cast_spell(), chat(), check_safe_mode_allowed(), Character::clear_destination(), close(), doors::close_door(), game_menus::inv::common(), game_menus::inv::compare(), construction_menu(), control_vehicle(), Character::controlling_vehicle, player::craft(), create_advanced_inv(), avatar::cycle_move_mode(), dbg, debug_menu::debug(), debug_mode, DebugLog, destination_preview, crafting::disassemble(), Character::dismount(), character_display::disp_info(), avatar::disp_morale(), ui::omap::display(), help::display_help(), display_lighting(), input_context::display_menu(), Messages::display_messages(), item::display_name(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), display_visibility(), ui::omap::display_visible_weather(), character_funcs::do_pause(), driving_view_offset, drop(), drop_in_direction(), avatar_action::eat(), avatar_action::eat_here(), effect_laserlocked, examine(), faction_manager_ptr, fire(), avatar_action::fire_wielded_weapon(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), avatar::get_avatar_diary(), input_context::get_coordinates(), get_delta_from_movement_action(), get_distraction_manager(), input_event::get_first_input(), get_help(), input_manager::get_keyname(), get_kill_tracker(), panel_manager::get_manager(), avatar::get_mon_visible(), Character::get_next_auto_move_direction(), options_manager::get_option(), get_option(), get_options(), Character::get_path_avoid(), Character::get_pathfinding_settings(), get_player_input(), input_context::get_raw_input(), get_safemode(), Creature::get_value(), grab(), item::gun_all_modes(), item::gun_cycle_mode(), item::gun_set_mode(), handbrake(), handle_action_menu(), handle_main_menu(), Character::has_active_bionic(), Character::has_active_item(), Character::has_active_mutation(), Character::has_destination(), Character::has_destination_activity(), Creature::has_effect(), Character::has_trait(), haul(), monster::ignoring, Character::in_vehicle, Info, inp_mngr, Character::is_armed(), Character::is_auto_moving(), Character::is_dead_state(), item::is_gun(), item::is_gunmod(), Character::is_mounted(), map::is_outside(), MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), item_action_menu(), itype_radiocontrol, list_items_monsters(), list_missions(), player::long_craft(), look_around(), look_up_action(), loot(), m, m_bad, m_info, m_warning, Main, mark_main_ui_adaptor_resize(), Character::martial_arts_data, avatar_action::mend(), MF_RIDEABLE_MECH, Creature::mod_moves(), mostseen, Character::mounted_creature, avatar_action::move(), player::movecounter, Creature::moves, user_turn::moves_elapsed(), om_direction::name(), monster_visible_info::new_seen_mon, no, NUM_ACTIONS, open(), open_consume_item_menu(), open_movement_mode_menu(), peek(), pickup(), pickup_feet(), Character::place_corpse(), pldrive(), avatar_action::plthrow(), point_east, point_north, point_north_east, point_north_west, point_south, point_south_east, point_south_west, point_west, point_zero, Character::pos(), monster::pos(), Character::posx(), Character::posy(), Character::posz(), press_x(), press_x_if_bound(), ranged::prompt_select_default_ammo_for(), query_yn(), quickload(), quicksave(), QUIT_DIED, QUIT_SAVED, QUIT_SUICIDE, QUIT_WATCH, rcdrive(), read(), player::recraft(), avatar_action::reload_item(), reload_tileset(), avatar_action::reload_weapon(), avatar_action::reload_wielded(), remoteveh(), Creature::remove_effect(), avatar::reset_move_mode(), rl_dist(), map::route(), RULE_WHITELISTED, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, safe_mode_warning_logged, save(), options_manager::save(), Character::sees(), SEEX, input_event::sequence, Character::set_destination(), set_safe_mode(), Creature::set_value(), options_manager::cOpt::setNext(), auto_pickup::player_settings::show(), distraction_manager::distraction_manager_gui::show(), safemode::show(), options_manager::show(), panel_manager::show_adm(), show_armor_layers_ui(), show_bionics_ui(), diary::show_diary_ui(), auto_notes::auto_note_settings::show_gui(), show_mutations_ui(), show_scores_ui(), sleep, smash(), Character::start_destination_activity(), stats(), string_format(), game_menus::inv::swap_letters(), takeoff(), tile_iso, avatar::toggle_crouch_mode(), toggle_debug_hour_timer(), toggle_fullscreen(), avatar::toggle_map_memory(), toggle_pixel_minimap(), avatar::toggle_run_mode(), trait_PROF_CHURL, trait_SHELL2, tripoint_above, tripoint_below, try_get_left_click_action(), try_get_right_click_action(), calendar::turn, turnssincelastmon, input_event::type, u, avatar_action::unload(), uquit, avatar_action::use_item(), avatar_funcs::use_item(), use_tiles, user_action_counter, map::veh_at(), vertical_move(), player::view_offset, w_terrain, wait(), Character::weapon, wear(), avatar_action::wield(), world_generator, point::x, tripoint::x, point::y, tripoint::y, yes, zones_manager(), zoom_in(), and zoom_out().

Referenced by do_turn().

◆ handle_key_blocking_activity()

void game::handle_key_blocking_activity ( )
private

Definition at line 1971 of file game.cpp.

1972{
1974 const std::string action = ctxt.handle_input( 0 );
1975 bool refresh = true;
1976 if( action == "pause" || action == "main_menu" ) {
1978 cancel_activity_query( _( "Confirm:" ) );
1979 }
1980 } else if( action == "player_data" ) {
1982 } else if( action == "messages" ) {
1984 } else if( action == "help" ) {
1986 } else if( action != "HELP_KEYBINDINGS" ) {
1987 refresh = false;
1988 }
1989 if( refresh ) {
1992 }
1993}
bool cancel_activity_query(const std::string &text)
Asks if the player wants to cancel their activity, and if so cancels it.
Definition: game.cpp:1755
const std::string & handle_input()
Handles input and returns the next action in the queue.
Definition: input.cpp:848
bool interruptable_with_kb
Controls whether this activity can be cancelled with 'pause' action.
void refresh()

References _, action, Character::activity, cancel_activity_query(), character_display::disp_info(), help::display_help(), Messages::display_messages(), get_default_mode_input_context(), get_help(), input_context::handle_input(), player_activity::interruptable_with_kb, ui_manager::redraw(), catacurses::refresh(), refresh_display(), and u.

Referenced by process_voluntary_act_interrupt().

◆ handle_mouseview()

bool game::handle_mouseview ( input_context ctxt,
std::string &  action 
)
private

Definition at line 1997 of file game.cpp.

1998{
1999 std::optional<tripoint> liveview_pos;
2000
2001 do {
2002 action = ctxt.handle_input();
2003 if( action == "MOUSE_MOVE" ) {
2004 const std::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
2005 if( mouse_pos && ( !liveview_pos || *mouse_pos != *liveview_pos ) ) {
2006 liveview_pos = mouse_pos;
2007 liveview.show( *liveview_pos );
2008 } else if( !mouse_pos ) {
2009 liveview_pos.reset();
2010 liveview.hide();
2011 }
2013 }
2014 } while( action == "MOUSE_MOVE" ); // Freeze animation when moving the mouse
2015
2016 if( action != "TIMEOUT" ) {
2017 // Keyboard event, break out of animation loop
2018 liveview.hide();
2019 return false;
2020 }
2021
2022 // Mouse movement or un-handled key
2023 return true;
2024}
void hide()
Definition: live_view.cpp:33
void show(const tripoint &p)
Definition: live_view.cpp:38

References action, input_context::get_coordinates(), input_context::handle_input(), live_view::hide(), liveview, ui_manager::redraw(), live_view::show(), and w_terrain.

Referenced by get_player_input().

◆ has_gametype()

bool game::has_gametype ( ) const

Definition at line 530 of file game.cpp.

531{
532 return gamemode && gamemode->id() != special_game_type::NONE;
533}

References gamemode, and NONE.

◆ init_autosave()

void game::init_autosave ( )
private

Definition at line 11247 of file game.cpp.

11248{
11250 last_save_timestamp = time( nullptr );
11251}

References last_save_timestamp, moves_since_last_save, and time.

Referenced by load(), and start_game().

◆ inv_map_splice()

item_location game::inv_map_splice ( item_filter  filter,
const std::string &  title,
int  radius = 0,
const std::string &  none_message = "" 
)

Custom-filtered menu for inventory and nearby items and those that within specified radius.

Definition at line 400 of file game_inventory.cpp.

402{
404 title, radius, none_message );
405}
static item_location_filter convert_filter(const item_filter &filter)
static item_location inv_internal(player &u, const inventory_selector_preset &preset, const std::string &title, int radius, const std::string &none_message, const std::string &hint=std::string())
std::string title(holiday current_holiday)
Definition: path_info.cpp:326

References convert_filter(), inv_internal(), PATH_INFO::title(), and u.

◆ invalidate_main_ui_adaptor()

void game::invalidate_main_ui_adaptor ( ) const

◆ is_dangerous_tile()

bool game::is_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8681 of file game.cpp.

8682{
8683 return !( get_dangerous_tile( dest_loc ).empty() );
8684}
std::vector< std::string > get_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8703

References get_dangerous_tile().

Referenced by walk_move().

◆ is_empty()

bool game::is_empty ( const tripoint p)

Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.

Definition at line 4826 of file game.cpp.

4827{
4828 return ( m.passable( p ) || m.has_flag( "LIQUID", p ) ) &&
4829 critter_at( p ) == nullptr;
4830}

References critter_at(), map::has_flag(), m, and map::passable().

Referenced by grabbed_furn_move(), monmove(), place_player(), and update_stair_monsters().

◆ is_game_over()

bool game::is_game_over ( )
private

Definition at line 2365 of file game.cpp.

2366{
2367 if( uquit == QUIT_WATCH ) {
2368 // deny player movement and dodging
2369 u.moves = 0;
2370 // prevent pain from updating
2371 u.set_pain( 0 );
2372 // prevent dodging
2373 u.dodges_left = 0;
2374 return false;
2375 }
2376 if( uquit == QUIT_DIED ) {
2377 if( u.in_vehicle ) {
2378 m.unboard_vehicle( u.pos() );
2379 }
2380 u.place_corpse();
2381 return true;
2382 }
2383 if( uquit == QUIT_SUICIDE ) {
2384 if( u.in_vehicle ) {
2385 m.unboard_vehicle( u.pos() );
2386 }
2387 return true;
2388 }
2389 if( uquit != QUIT_NO ) {
2390 return true;
2391 }
2392 // is_dead_state() already checks hp_torso && hp_head, no need to for loop it
2393 if( u.is_dead_state() ) {
2394 if( get_option<bool>( "PROMPT_ON_CHARACTER_DEATH" ) &&
2395 !query_yn(
2396 _( "Your character is dead, do you accept this?\n\nSelect Yes to abandon the character to their fate, select No to return to main menu." ) ) ) {
2397 return true;
2398 }
2399
2401 if( get_option<std::string>( "DEATHCAM" ) == "always" ) {
2402 uquit = QUIT_WATCH;
2403 } else if( get_option<std::string>( "DEATHCAM" ) == "ask" ) {
2404 uquit = query_yn( _( "Watch the last moments of your life…?" ) ) ?
2406 } else if( get_option<std::string>( "DEATHCAM" ) == "never" ) {
2407 uquit = QUIT_DIED;
2408 } else {
2409 // Something funky happened here, just die.
2410 dbg( DL::Error ) << "no deathcam option given to options, defaulting to QUIT_DIED";
2411 uquit = QUIT_DIED;
2412 }
2413 return is_game_over();
2414 }
2415 return false;
2416}
int dodges_left
Definition: character.h:561
void set_pain(int npain) override
Sets new intensity of pain an reacts to it.
Definition: character.cpp:780
@ Error
Error (default: enabled).
#define dbg(x)
Definition: game.cpp:198
void deactivate()
Definition: messages.cpp:357

References _, dbg, Messages::deactivate(), Character::dodges_left, Error, Character::in_vehicle, Character::is_dead_state(), is_game_over(), m, Creature::moves, Character::place_corpse(), Character::pos(), query_yn(), QUIT_DIED, QUIT_NO, QUIT_SUICIDE, QUIT_WATCH, Character::set_pain(), u, map::unboard_vehicle(), and uquit.

Referenced by do_turn(), and is_game_over().

◆ is_hostile_nearby()

Creature * game::is_hostile_nearby ( )

Definition at line 3566 of file game.cpp.

3567{
3568 int distance = ( get_option<int>( "SAFEMODEPROXIMITY" ) <= 0 ) ? MAX_VIEW_DISTANCE :
3569 get_option<int>( "SAFEMODEPROXIMITY" );
3570 return is_hostile_within( distance );
3571}
Creature * is_hostile_within(int distance)
Definition: game.cpp:3578

References is_hostile_within(), and MAX_VIEW_DISTANCE.

◆ is_hostile_very_close()

Creature * game::is_hostile_very_close ( )

Definition at line 3573 of file game.cpp.

3574{
3576}
static constexpr int DANGEROUS_PROXIMITY
Definition: game.cpp:200

References DANGEROUS_PROXIMITY, and is_hostile_within().

Referenced by butcher(), and process_voluntary_act_interrupt().

◆ is_hostile_within()

Creature * game::is_hostile_within ( int  distance)
private

Definition at line 3578 of file game.cpp.

3579{
3580 for( auto &critter : u.get_visible_creatures( distance ) ) {
3581 if( u.attitude_to( *critter ) == Creature::A_HOSTILE ) {
3582 return critter;
3583 }
3584 }
3585
3586 return nullptr;
3587}
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
std::vector< Creature * > get_visible_creatures(int range) const
Returns all creatures that this player can see and that are in the given range.
@ A_HOSTILE
Definition: creature.h:167

References Creature::A_HOSTILE, Character::attitude_to(), Character::get_visible_creatures(), and u.

Referenced by is_hostile_nearby(), and is_hostile_very_close().

◆ is_in_sunlight()

bool game::is_in_sunlight ( const tripoint p)

Returns true if p is outdoors and it is sunny.

Definition at line 4832 of file game.cpp.

4833{
4834 return weather::is_in_sunlight( m, p, get_weather().weather_id );
4835}
bool is_in_sunlight(const map &m, const tripoint &p, const weather_type_id &weather)
Definition: weather.cpp:1162

References get_weather, weather::is_in_sunlight(), and m.

Referenced by process_artifact().

◆ is_in_viewport()

bool game::is_in_viewport ( const tripoint p,
int  margin = 0 
) const

Definition at line 3212 of file game.cpp.

3213{
3214 const tripoint diff( u.pos() + u.view_offset - p );
3215
3216 return ( std::abs( diff.x ) <= getmaxx( w_terrain ) / 2 - margin ) &&
3217 ( std::abs( diff.y ) <= getmaxy( w_terrain ) / 2 - margin );
3218}

References catacurses::getmaxx(), catacurses::getmaxy(), Character::pos(), u, player::view_offset, w_terrain, tripoint::x, and tripoint::y.

◆ is_sheltered()

bool game::is_sheltered ( const tripoint p)

Returns true if p is indoors, underground, or in a car.

Definition at line 4837 of file game.cpp.

4838{
4839 return weather::is_sheltered( m, p );
4840}
bool is_sheltered(const map &m, const tripoint &p)
Definition: weather.cpp:1153

References weather::is_sheltered(), and m.

◆ is_zones_manager_open()

bool game::is_zones_manager_open ( ) const

Definition at line 6017 of file game.cpp.

6018{
6019 return zones_manager_open;
6020}
bool zones_manager_open
Is Zone manager open or not - changes graphics of some zone tiles.
Definition: game.h:1052

References zones_manager_open.

◆ item_action_menu()

void game::item_action_menu ( )
private

Definition at line 231 of file item_action.cpp.

232{
233 const auto &gen = item_action_generator::generator();
234 const action_map &item_actions = gen.get_item_action_map();
235
236 // HACK: A bit of a hack for now. If more pseudos get implemented, this should be un-hacked
237 std::vector<item *> pseudos;
238 item toolset( "toolset", calendar::turn );
239 if( u.has_active_bionic( bio_tools ) ) {
240 pseudos.push_back( &toolset );
241 }
242 item bio_claws_item( static_cast<std::string>( bio_claws_weapon ), calendar::turn );
243 if( u.has_active_bionic( bio_claws ) ) {
244 pseudos.push_back( &bio_claws_item );
245 }
246
247 item_action_map iactions = gen.map_actions_to_items( u, pseudos );
248 if( iactions.empty() ) {
249 popup( _( "You don't have any items with registered uses" ) );
250 }
251
252 uilist kmenu;
253 kmenu.text = _( "Execute which action?" );
254 kmenu.input_category = "ITEM_ACTIONS";
255 input_context ctxt( "ITEM_ACTIONS" );
256 for( const auto &id : item_actions ) {
257 ctxt.register_action( id.first, id.second.name );
258 kmenu.additional_actions.emplace_back( id.first, id.second.name );
259 }
260 actmenu_cb callback( item_actions );
261 kmenu.callback = &callback;
262 int num = 0;
263
264 const auto assigned_action = [&iactions]( const item_action_id & action ) {
265 return iactions.find( action ) != iactions.end();
266 };
267
268 std::vector<std::tuple<item_action_id, std::string, std::string>> menu_items;
269 // Sorts menu items by action.
270 using Iter = decltype( menu_items )::iterator;
271 const auto sort_menu = []( Iter from, Iter to ) {
272 std::sort( from, to, []( const std::tuple<item_action_id, std::string, std::string> &lhs,
273 const std::tuple<item_action_id, std::string, std::string> &rhs ) {
274 return std::get<1>( lhs ).compare( std::get<1>( rhs ) ) < 0;
275 } );
276 };
277 // Add mapped actions to the menu vector.
278 std::transform( iactions.begin(), iactions.end(), std::back_inserter( menu_items ),
279 []( const std::pair<item_action_id, item *> &elem ) {
280 std::string ss = elem.second->display_name();
281 if( elem.second->ammo_required() ) {
282 ss += string_format( " (%d/%d)", elem.second->ammo_required(), elem.second->ammo_remaining() );
283 }
284
285 const auto method = elem.second->get_use( elem.first );
286 if( method ) {
287 return std::make_tuple( method->get_type(), method->get_name(), ss );
288 } else {
289 return std::make_tuple( errstring, std::string( "NO USE FUNCTION" ), ss );
290 }
291 } );
292 // Sort mapped actions.
293 sort_menu( menu_items.begin(), menu_items.end() );
294 // Add unmapped but binded actions to the menu vector.
295 for( const auto &elem : item_actions ) {
296 if( key_bound_to( ctxt, elem.first ) != '\0' && !assigned_action( elem.first ) ) {
297 menu_items.emplace_back( elem.first, gen.get_action_name( elem.first ), "-" );
298 }
299 }
300 // Sort unmapped actions.
301 auto iter = menu_items.begin();
302 std::advance( iter, iactions.size() );
303 sort_menu( iter, menu_items.end() );
304 // Determine max lengths, to print the menu nicely.
305 std::pair<int, int> max_len;
306 for( const auto &elem : menu_items ) {
307 max_len.first = std::max( max_len.first, utf8_width( std::get<1>( elem ), true ) );
308 max_len.second = std::max( max_len.second, utf8_width( std::get<2>( elem ), true ) );
309 }
310 // Fill the menu.
311 for( const auto &elem : menu_items ) {
312 std::string ss;
313 ss += std::get<1>( elem );
314 ss += std::string( max_len.first - utf8_width( std::get<1>( elem ), true ), ' ' );
315 ss += std::string( 4, ' ' );
316
317 ss += std::get<2>( elem );
318 ss += std::string( max_len.second - utf8_width( std::get<2>( elem ), true ), ' ' );
319
320 const char bind = key_bound_to( ctxt, std::get<0>( elem ) );
321 const bool enabled = assigned_action( std::get<0>( elem ) );
322
323 kmenu.addentry( num, enabled, bind, ss );
324 num++;
325 }
326
327 kmenu.query();
328 if( kmenu.ret < 0 || kmenu.ret >= static_cast<int>( iactions.size() ) ) {
329 return;
330 }
331
332 const item_action_id action = std::get<0>( menu_items[kmenu.ret] );
333 item *it = iactions[action];
334
335 u.invoke_item( it, action );
336
337 u.inv.restack( u );
338 u.inv.unsort();
339}
inventory inv
Definition: character.h:1544
bool invoke_item(item *, const tripoint &pt) override
Asks how to use the item (if it has more than one use_method) and uses it.
Definition: avatar.cpp:1256
void restack(player &p)
Definition: inventory.cpp:399
void unsort()
Definition: inventory.cpp:227
static item_action_generator & generator()
Definition: item_action.h:32
std::string input_category
Definition: ui.h:325
std::vector< std::pair< std::string, translation > > additional_actions
Definition: ui.h:326
static char key_bound_to(const input_context &ctxt, const item_action_id &act)
Definition: item_action.cpp:47
static const bionic_id bio_claws("bio_claws")
static const bionic_id bio_tools("bio_tools")
static const bionic_id bio_claws_weapon("bio_claws_weapon")
std::string item_action_id
Definition: item_action.h:16
std::map< item_action_id, item_action > action_map
Definition: item_action.h:18
std::map< item_action_id, item * > item_action_map
Definition: item_action.h:17

References _, action, uilist::additional_actions, bio_claws, bio_claws_weapon, bio_tools, uilist::callback, item_action_generator::generator(), Character::has_active_bionic(), uilist::input_category, num, popup(), input_context::register_action(), second, uilist::text, iexamine::transform(), calendar::turn, and u.

Referenced by handle_action().

◆ knockback() [1/2]

void game::knockback ( const tripoint s,
const tripoint t,
int  force,
int  stun,
int  dam_mult,
Creature source 
)

Definition at line 4231 of file game.cpp.

4233{
4234 std::vector<tripoint> traj;
4235 traj.clear();
4236 traj = line_to( s, t, 0, 0 );
4237 traj.insert( traj.begin(), s ); // how annoying, line_to() doesn't include the originating point!
4238 traj = continue_line( traj, force );
4239 traj.insert( traj.begin(), t ); // how annoying, continue_line() doesn't either!
4240
4241 knockback( traj, stun, dam_mult, source );
4242}
std::vector< coords::coord_point< Point, Origin, Scale > > line_to(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:548
std::vector< tripoint > continue_line(const std::vector< tripoint > &line, const int distance)
Definition: line.cpp:408

References continue_line(), knockback(), and line_to().

Referenced by forced_door_closing(), and knockback().

◆ knockback() [2/2]

void game::knockback ( std::vector< tripoint > &  traj,
int  stun,
int  dam_mult,
Creature source = nullptr 
)

Definition at line 4248 of file game.cpp.

4250{
4251 // TODO: make the force parameter actually do something.
4252 // the header file says higher force causes more damage.
4253 // perhaps that is what it should do?
4254
4255 // TODO: refactor this so it's not copy/pasted 3 times
4256 tripoint tp = traj.front();
4257 if( !critter_at( tp ) ) {
4258 debugmsg( _( "Nothing at (%d,%d,%d) to knockback!" ), tp.x, tp.y, tp.z );
4259 return;
4260 }
4261 std::size_t force_remaining = traj.size();
4262 if( monster *const targ = critter_at<monster>( tp, true ) ) {
4263 tripoint start_pos = targ->pos();
4264
4265 if( stun > 0 ) {
4266 targ->add_effect( effect_stunned, 1_turns * stun );
4267 add_msg( _( "%s was stunned!" ), targ->name() );
4268 }
4269 for( size_t i = 1; i < traj.size(); i++ ) {
4270 if( m.impassable( traj[i].xy() ) || m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) {
4271 targ->setpos( traj[i - 1] );
4272 force_remaining = traj.size() - i;
4273 if( stun != 0 ) {
4274 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4275 add_msg( _( "%s was stunned!" ), targ->name() );
4276 add_msg( _( "%s slammed into an obstacle!" ), targ->name() );
4277 targ->apply_damage( source, bodypart_id( "torso" ), dam_mult * force_remaining );
4278 targ->check_dead_state();
4279 }
4280 m.bash( traj[i], 2 * dam_mult * force_remaining );
4281 break;
4282 } else if( critter_at( traj[i] ) ) {
4283 targ->setpos( traj[i - 1] );
4284 force_remaining = traj.size() - i;
4285 if( stun != 0 ) {
4286 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4287 add_msg( _( "%s was stunned!" ), targ->name() );
4288 }
4289 traj.erase( traj.begin(), traj.begin() + i );
4290 if( critter_at<monster>( traj.front() ) ) {
4291 add_msg( _( "%s collided with something else and sent it flying!" ),
4292 targ->name() );
4293 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4294 if( guy->male ) {
4295 add_msg( _( "%s collided with someone else and sent him flying!" ),
4296 targ->name() );
4297 } else {
4298 add_msg( _( "%s collided with someone else and sent her flying!" ),
4299 targ->name() );
4300 }
4301 } else if( u.pos() == traj.front() ) {
4302 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name() );
4303 }
4304 knockback( traj, stun, dam_mult, source );
4305 break;
4306 }
4307 targ->setpos( traj[i] );
4308 if( m.has_flag( "LIQUID", targ->pos() ) && targ->can_drown() && !targ->is_dead() ) {
4309 targ->die( source );
4310 if( u.sees( *targ ) ) {
4311 add_msg( _( "The %s drowns!" ), targ->name() );
4312 }
4313 }
4314 if( !m.has_flag( "LIQUID", targ->pos() ) && targ->has_flag( MF_AQUATIC ) &&
4315 !targ->is_dead() ) {
4316 targ->die( source );
4317 if( u.sees( *targ ) ) {
4318 add_msg( _( "The %s flops around and dies!" ), targ->name() );
4319 }
4320 }
4321 tp = traj[i];
4322 if( start_pos != targ->pos() ) {
4323 map &here = get_map();
4324 here.creature_on_trap( *targ );
4325 }
4326 }
4327 } else if( npc *const targ = critter_at<npc>( tp ) ) {
4328 tripoint start_pos = targ->pos();
4329
4330 if( stun > 0 ) {
4331 targ->add_effect( effect_stunned, 1_turns * stun );
4332 add_msg( _( "%s was stunned!" ), targ->name );
4333 }
4334 for( size_t i = 1; i < traj.size(); i++ ) {
4335 if( m.impassable( traj[i].xy() ) ||
4336 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4337 targ->setpos( traj[i - 1] );
4338 force_remaining = traj.size() - i;
4339 if( stun != 0 ) {
4340 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4341 if( targ->has_effect( effect_stunned ) ) {
4342 add_msg( _( "%s was stunned!" ), targ->name );
4343 }
4344
4345 std::array<bodypart_id, 8> bps = {{
4346 bodypart_id( "head" ),
4347 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4348 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4349 bodypart_id( "torso" ),
4350 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4351 }
4352 };
4353 for( const bodypart_id &bp : bps ) {
4354 if( one_in( 2 ) ) {
4355 targ->deal_damage( source, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4356 }
4357 }
4358 targ->check_dead_state();
4359 }
4360 m.bash( traj[i], 2 * dam_mult * force_remaining );
4361 break;
4362 } else if( critter_at( traj[i] ) ) {
4363 targ->setpos( traj[i - 1] );
4364 force_remaining = traj.size() - i;
4365 if( stun != 0 ) {
4366 add_msg( _( "%s was stunned!" ), targ->name );
4367 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4368 }
4369 traj.erase( traj.begin(), traj.begin() + i );
4370 const tripoint &traj_front = traj.front();
4371 if( critter_at<monster>( traj_front ) ) {
4372 add_msg( _( "%s collided with something else and sent it flying!" ),
4373 targ->name );
4374 } else if( npc *const guy = critter_at<npc>( traj_front ) ) {
4375 if( guy->male ) {
4376 add_msg( _( "%s collided with someone else and sent him flying!" ),
4377 targ->name );
4378 } else {
4379 add_msg( _( "%s collided with someone else and sent her flying!" ),
4380 targ->name );
4381 }
4382 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y &&
4384 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) ) {
4385 add_msg( _( "%s collided with you, and barely dislodges your tentacles!" ), targ->name );
4386 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y ) {
4387 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name );
4388 }
4389 knockback( traj, stun, dam_mult, source );
4390 break;
4391 }
4392 targ->setpos( traj[i] );
4393 tp = traj[i];
4394
4395 if( start_pos != targ->pos() ) {
4396 map &here = get_map();
4397 here.creature_on_trap( *targ );
4398 }
4399 }
4400 } else if( u.pos() == tp ) {
4401 tripoint start_pos = u.pos();
4402
4403 if( stun > 0 ) {
4404 u.add_effect( effect_stunned, 1_turns * stun );
4405 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4406 "You were stunned for %d turns!",
4407 stun ),
4408 stun );
4409 }
4410 for( size_t i = 1; i < traj.size(); i++ ) {
4411 if( m.impassable( traj[i] ) ||
4412 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4413 u.setpos( traj[i - 1] );
4414 force_remaining = traj.size() - i;
4415 if( stun != 0 ) {
4416 if( u.has_effect( effect_stunned ) ) {
4417 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4418 "You were stunned AGAIN for %d turns!",
4419 force_remaining ),
4420 force_remaining );
4421 } else {
4422 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4423 "You were stunned for %d turns!",
4424 force_remaining ),
4425 force_remaining );
4426 }
4427 u.add_effect( effect_stunned, 1_turns * force_remaining );
4428 std::array<bodypart_id, 8> bps = {{
4429 bodypart_id( "head" ),
4430 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4431 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4432 bodypart_id( "torso" ),
4433 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4434 }
4435 };
4436 for( const bodypart_id &bp : bps ) {
4437 if( one_in( 2 ) ) {
4438 u.deal_damage( source, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4439 }
4440 }
4442 }
4443 m.bash( traj[i], 2 * dam_mult * force_remaining );
4444 break;
4445 } else if( critter_at( traj[i] ) ) {
4446 u.setpos( traj[i - 1] );
4447 force_remaining = traj.size() - i;
4448 if( stun != 0 ) {
4449 if( u.has_effect( effect_stunned ) ) {
4450 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4451 "You were stunned AGAIN for %d turns!",
4452 force_remaining ),
4453 force_remaining );
4454 } else {
4455 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4456 "You were stunned for %d turns!",
4457 force_remaining ),
4458 force_remaining );
4459 }
4460 u.add_effect( effect_stunned, 1_turns * force_remaining );
4461 }
4462 traj.erase( traj.begin(), traj.begin() + i );
4463 if( critter_at<monster>( traj.front() ) ) {
4464 add_msg( _( "You collided with something and sent it flying!" ) );
4465 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4466 if( guy->male ) {
4467 add_msg( _( "You collided with someone and sent him flying!" ) );
4468 } else {
4469 add_msg( _( "You collided with someone and sent her flying!" ) );
4470 }
4471 }
4472 knockback( traj, stun, dam_mult, source );
4473 break;
4474 }
4475 if( m.has_flag( "LIQUID", u.pos() ) && force_remaining == 0 ) {
4476 avatar_action::swim( m, u, u.pos() );
4477 } else {
4478 u.setpos( traj[i] );
4479 }
4480 tp = traj[i];
4481
4482 if( start_pos != u.pos() ) {
4483 map &here = get_map();
4484 here.creature_on_trap( u );
4485 }
4486 }
4487 }
4488}
double footwear_factor() const
Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.
Definition: character.cpp:8893
dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &d) override
Calls Creature::deal_damage and handles damaged effects (waking up, etc.)
Definition: character.cpp:8421
void add_effect(const effect &eff, bool force=false, bool deferred=false)
Definition: creature.cpp:987
Manage and cache data about a part of the map.
Definition: map.h:384
@ DT_BASH
Definition: damage.h:24
static const trait_id trait_LEG_TENT_BRACE("LEG_TENT_BRACE")
static const efftype_id effect_stunned("stunned")
@ MF_AQUATIC
Definition: mtype.h:89
void swim(map &m, avatar &you, const tripoint &p)
Handles swimming by the player.
const char * vgettext(const char *msgid, const char *msgid_plural, size_t n)

References _, Creature::add_effect(), add_msg(), map::bash(), Creature::check_dead_state(), map::creature_on_trap(), critter_at(), Character::deal_damage(), debugmsg, DT_BASH, effect_stunned, Character::footwear_factor(), get_map, Creature::has_effect(), map::has_flag(), Character::has_trait(), map::impassable(), knockback(), m, m_bad, MF_AQUATIC, map::obstructed_by_vehicle_rotation(), one_in(), Character::pos(), Character::posx(), Character::posy(), Character::sees(), Character::setpos(), avatar_action::swim(), trait_LEG_TENT_BRACE, u, vgettext(), tripoint::x, tripoint::y, and tripoint::z.

◆ light_level()

unsigned char game::light_level ( int  zlev) const

Returns coarse number-of-squares of visibility at the current light level.

Used by monster and NPC AI.

Definition at line 3545 of file game.cpp.

3546{
3547 const float light = natural_light_level( zlev );
3548 return LIGHT_RANGE( light );
3549}
float natural_light_level(int zlev) const
Definition: game.cpp:3485
#define LIGHT_RANGE(b)
Definition: lightmap.h:41

References light, LIGHT_RANGE, and natural_light_level().

Referenced by calc_driving_offset(), and update_overmap_seen().

◆ list_active_saves()

std::vector< std::string > game::list_active_saves ( )

Returns a list of currently active character saves.

Definition at line 2752 of file game.cpp.

2753{
2754 std::vector<std::string> saves;
2755 for( auto &worldsave : world_generator->active_world->world_saves ) {
2756 saves.push_back( worldsave.decoded_name() );
2757 }
2758 return saves;
2759}

References world_generator.

Referenced by cleanup_at_end().

◆ list_items()

game::vmenu_ret game::list_items ( const std::vector< map_item_stack > &  item_list)
private

Definition at line 7260 of file game.cpp.

7261{
7262 std::vector<map_item_stack> ground_items = item_list;
7263 int iInfoHeight = 0;
7264 int iMaxRows = 0;
7265 int width = 0;
7266 int max_name_width = 0;
7267
7268 //find max length of item name and resize window width
7269 for( const map_item_stack &cur_item : ground_items ) {
7270 const int item_len = utf8_width( remove_color_tags( cur_item.example->display_name() ) ) + 15;
7271 if( item_len > max_name_width ) {
7272 max_name_width = item_len;
7273 }
7274 }
7275
7276 tripoint active_pos;
7277 map_item_stack *activeItem = nullptr;
7278
7279 catacurses::window w_items;
7280 catacurses::window w_items_border;
7281 catacurses::window w_item_info;
7282
7283 ui_adaptor ui;
7284 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7285 iInfoHeight = std::min( 25, TERMY / 2 );
7286 iMaxRows = TERMY - iInfoHeight - 2;
7287
7288 width = clamp( max_name_width, 45, TERMX / 3 );
7289
7290 const int offsetX = TERMX - width;
7291
7292 w_items = catacurses::newwin( TERMY - 2 - iInfoHeight,
7293 width - 2, point( offsetX + 1, 1 ) );
7294 w_items_border = catacurses::newwin( TERMY - iInfoHeight,
7295 width, point( offsetX, 0 ) );
7296 w_item_info = catacurses::newwin( iInfoHeight, width,
7297 point( offsetX, TERMY - iInfoHeight ) );
7298
7299 if( activeItem ) {
7300 centerlistview( active_pos, width );
7301 }
7302
7303 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7304 } );
7305 ui.mark_resize();
7306
7307 // use previously selected sorting method
7308 bool sort_radius = uistate.list_item_sort != 2;
7309 bool addcategory = !sort_radius;
7310
7311 // reload filter/priority settings on the first invocation, if they were active
7312 if( !uistate.list_item_init ) {
7315 }
7318 }
7321 }
7322 uistate.list_item_init = true;
7323 }
7324
7325 //this stores only those items that match our filter
7326 std::vector<map_item_stack> filtered_items =
7327 !sFilter.empty() ? filter_item_stacks( ground_items, sFilter ) : ground_items;
7328 int highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7329 int lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7330 int iItemNum = ground_items.size();
7331
7332 const tripoint stored_view_offset = u.view_offset;
7333
7335
7336 int iActive = 0; // Item index that we're looking at
7337 bool refilter = true;
7338 int page_num = 0;
7339 int iCatSortNum = 0;
7340 int iScrollPos = 0;
7341 std::map<int, std::string> mSortCategory;
7342
7343 std::string action;
7344 input_context ctxt( "LIST_ITEMS" );
7345 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7346 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7347 ctxt.register_action( "LEFT", to_translation( "Previous item" ) );
7348 ctxt.register_action( "RIGHT", to_translation( "Next item" ) );
7349 ctxt.register_action( "PAGE_DOWN" );
7350 ctxt.register_action( "PAGE_UP" );
7351 ctxt.register_action( "NEXT_TAB" );
7352 ctxt.register_action( "PREV_TAB" );
7353 ctxt.register_action( "HELP_KEYBINDINGS" );
7354 ctxt.register_action( "QUIT" );
7355 ctxt.register_action( "FILTER" );
7356 ctxt.register_action( "RESET_FILTER" );
7357 ctxt.register_action( "EXAMINE" );
7358 ctxt.register_action( "COMPARE" );
7359 ctxt.register_action( "PRIORITY_INCREASE" );
7360 ctxt.register_action( "PRIORITY_DECREASE" );
7361 ctxt.register_action( "SORT" );
7362 ctxt.register_action( "TRAVEL_TO" );
7363
7364 std::optional<item_filter_type> filter_type;
7365
7366 ui.on_redraw( [&]( const ui_adaptor & ) {
7367 reset_item_list_state( w_items_border, iInfoHeight, sort_radius );
7368
7369 if( ground_items.empty() ) {
7370 wnoutrefresh( w_items_border );
7371 mvwprintz( w_items, point( 2, 10 ), c_white, _( "You don't see any items around you!" ) );
7372 } else {
7373 int iStartPos = 0;
7374 werase( w_items );
7375 calcStartPos( iStartPos, iActive, iMaxRows, iItemNum );
7376 int iNum = 0;
7377 bool high = false;
7378 bool low = false;
7379 int index = 0;
7380 int iCatSortOffset = 0;
7381
7382 for( int i = 0; i < iStartPos; i++ ) {
7383 if( !mSortCategory[i].empty() ) {
7384 iNum++;
7385 }
7386 }
7387 for( auto iter = filtered_items.begin(); iter != filtered_items.end(); ++index ) {
7388 if( highPEnd > 0 && index < highPEnd + iCatSortOffset ) {
7389 high = true;
7390 low = false;
7391 } else if( index >= lowPStart + iCatSortOffset ) {
7392 high = false;
7393 low = true;
7394 } else {
7395 high = false;
7396 low = false;
7397 }
7398
7399 if( iNum >= iStartPos && iNum < iStartPos + ( iMaxRows > iItemNum ? iItemNum : iMaxRows ) ) {
7400 int iThisPage = 0;
7401 if( !mSortCategory[iNum].empty() ) {
7402 iCatSortOffset++;
7403 mvwprintz( w_items, point( 1, iNum - iStartPos ), c_magenta, mSortCategory[iNum] );
7404 } else {
7405 if( iNum == iActive ) {
7406 iThisPage = page_num;
7407 }
7408 std::string sText;
7409 if( iter->vIG.size() > 1 ) {
7410 sText += string_format( "[%d/%d] (%d) ", iThisPage + 1, iter->vIG.size(), iter->totalcount );
7411 }
7412 sText += iter->example->tname();
7413 if( iter->vIG[iThisPage].count > 1 ) {
7414 sText += string_format( "[%d]", iter->vIG[iThisPage].count );
7415 }
7416
7417 nc_color col = c_light_green;
7418 if( iNum != iActive ) {
7419 if( high ) {
7420 col = c_yellow;
7421 } else if( low ) {
7422 col = c_red;
7423 } else {
7424 col = iter->example->color_in_inventory();
7425 }
7426 }
7427 trim_and_print( w_items, point( 1, iNum - iStartPos ), width - 9, col, sText );
7428 const int numw = iItemNum > 9 ? 2 : 1;
7429 const int x = iter->vIG[iThisPage].pos.x;
7430 const int y = iter->vIG[iThisPage].pos.y;
7431 mvwprintz( w_items, point( width - 6 - numw, iNum - iStartPos ),
7432 iNum == iActive ? c_light_green : c_light_gray,
7433 "%*d %s", numw, rl_dist( point_zero, point( x, y ) ),
7435 ++iter;
7436 }
7437 } else {
7438 ++iter;
7439 }
7440 iNum++;
7441 }
7442 iNum = 0;
7443 for( int i = 0; i < iActive; i++ ) {
7444 if( !mSortCategory[i].empty() ) {
7445 iNum++;
7446 }
7447 }
7448 mvwprintz( w_items_border, point( ( width - 9 ) / 2 + ( iItemNum > 9 ? 0 : 1 ), 0 ),
7449 c_light_green, " %*d", iItemNum > 9 ? 2 : 1, iItemNum > 0 ? iActive - iNum + 1 : 0 );
7450 wprintz( w_items_border, c_white, " / %*d ", iItemNum > 9 ? 2 : 1, iItemNum - iCatSortNum );
7451 werase( w_item_info );
7452
7453 if( iItemNum > 0 && activeItem ) {
7454 item_location loc( map_cursor( u.pos() + activeItem->example_item_pos ),
7455 const_cast<item *>( activeItem->example ) );
7457 std::vector<iteminfo> this_item = activeItem->example->info( temperature );
7458 std::vector<iteminfo> item_info_dummy;
7459
7460 item_info_data dummy( "", "", this_item, item_info_dummy, iScrollPos );
7461 dummy.without_getch = true;
7462 dummy.without_border = true;
7463
7464 draw_item_info( w_item_info, dummy );
7465 }
7466 draw_scrollbar( w_items_border, iActive, iMaxRows, iItemNum, point_south );
7467 wnoutrefresh( w_items_border );
7468 }
7469
7470 const bool bDrawLeft = ground_items.empty() || filtered_items.empty() || !activeItem || filter_type;
7471 draw_custom_border( w_item_info, bDrawLeft, true, true, true, LINE_XXXO, LINE_XOXX, true, true );
7472
7473 if( iItemNum > 0 && activeItem ) {
7474 // print info window title: < item name >
7475 mvwprintw( w_item_info, point( 2, 0 ), "< " );
7476 trim_and_print( w_item_info, point( 4, 0 ), width - 8, activeItem->example->color_in_inventory(),
7477 activeItem->example->display_name() );
7478 wprintw( w_item_info, " >" );
7479 }
7480
7481 wnoutrefresh( w_items );
7482 wnoutrefresh( w_item_info );
7483
7484 if( filter_type ) {
7485 draw_item_filter_rules( w_item_info, 0, iInfoHeight - 1, filter_type.value() );
7486 }
7487 } );
7488
7489 std::optional<tripoint> trail_start;
7490 std::optional<tripoint> trail_end;
7491 bool trail_end_x = false;
7492 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
7493 trail_end_x );
7494 add_draw_callback( trail_cb );
7495
7496 do {
7497 if( action == "COMPARE" && activeItem ) {
7498 game_menus::inv::compare( u, active_pos );
7499 } else if( action == "FILTER" ) {
7500 filter_type = item_filter_type::FILTER;
7501 ui.invalidate_ui();
7503 .title( _( "Filter:" ) )
7504 .width( 55 )
7505 .description( _( "UP: history, CTRL-U: clear line, ESC: abort, ENTER: save" ) )
7506 .identifier( "item_filter" )
7507 .max_length( 256 )
7508 .edit( sFilter );
7509 refilter = true;
7510 addcategory = !sort_radius;
7512 filter_type = std::nullopt;
7513 } else if( action == "RESET_FILTER" ) {
7514 sFilter.clear();
7515 filtered_items = ground_items;
7516 refilter = true;
7518 addcategory = !sort_radius;
7519 } else if( action == "EXAMINE" && !filtered_items.empty() && activeItem ) {
7520 std::vector<iteminfo> dummy;
7521 const item *example_item = activeItem->example;
7522 // TODO: const_item_location
7523 item_location loc = item_location( u, const_cast<item *>( example_item ) );
7525 std::vector<iteminfo> this_item = example_item->info( temperature );
7526
7527 item_info_data info_data( example_item->tname(), example_item->type_name(), this_item, dummy );
7528 info_data.handle_scrolling = true;
7529
7531 return catacurses::newwin( TERMY, width - 5, point_zero );
7532 }, info_data );
7533 } else if( action == "PRIORITY_INCREASE" ) {
7534 filter_type = item_filter_type::HIGH_PRIORITY;
7535 ui.invalidate_ui();
7537 .title( _( "High Priority:" ) )
7538 .width( 55 )
7540 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7541 .identifier( "list_item_priority" )
7542 .max_length( 256 )
7543 .query_string();
7544 refilter = true;
7545 addcategory = !sort_radius;
7547 filter_type = std::nullopt;
7548 } else if( action == "PRIORITY_DECREASE" ) {
7549 filter_type = item_filter_type::LOW_PRIORITY;
7550 ui.invalidate_ui();
7552 .title( _( "Low Priority:" ) )
7553 .width( 55 )
7555 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7556 .identifier( "list_item_downvote" )
7557 .max_length( 256 )
7558 .query_string();
7559 refilter = true;
7560 addcategory = !sort_radius;
7562 filter_type = std::nullopt;
7563 } else if( action == "SORT" ) {
7564 if( sort_radius ) {
7565 sort_radius = false;
7566 addcategory = true;
7567 uistate.list_item_sort = 2; // list is sorted by category
7568 } else {
7569 sort_radius = true;
7570 uistate.list_item_sort = 1; // list is sorted by distance
7571 }
7572 highPEnd = -1;
7573 lowPStart = -1;
7574 iCatSortNum = 0;
7575
7576 mSortCategory.clear();
7577 refilter = true;
7578 } else if( action == "TRAVEL_TO" && activeItem ) {
7579 if( !u.sees( u.pos() + active_pos ) ) {
7580 add_msg( _( "You can't see that destination." ) );
7581 }
7582 auto route = m.route( u.pos(), u.pos() + active_pos, u.get_pathfinding_settings(),
7583 u.get_path_avoid() );
7584 if( route.size() > 1 ) {
7585 route.pop_back();
7586 u.set_destination( route );
7587 break;
7588 } else {
7589 add_msg( m_info, _( "You can't travel there." ) );
7590 }
7591 }
7592 if( uistate.list_item_sort == 1 ) {
7593 ground_items = item_list;
7594 } else if( uistate.list_item_sort == 2 ) {
7595 std::sort( ground_items.begin(), ground_items.end(), map_item_stack::map_item_stack_sort );
7596 }
7597
7598 if( refilter ) {
7599 refilter = false;
7600 filtered_items = filter_item_stacks( ground_items, sFilter );
7601 highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7602 lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7603 iActive = 0;
7604 page_num = 0;
7605 iItemNum = filtered_items.size();
7606 }
7607
7608 if( addcategory ) {
7609 addcategory = false;
7610 iCatSortNum = 0;
7611 mSortCategory.clear();
7612 if( highPEnd > 0 ) {
7613 mSortCategory[0] = _( "HIGH PRIORITY" );
7614 iCatSortNum++;
7615 }
7616 std::string last_cat_name;
7617 for( int i = std::max( 0, highPEnd );
7618 i < std::min( lowPStart, static_cast<int>( filtered_items.size() ) ); i++ ) {
7619 const std::string &cat_name = filtered_items[i].example->get_category().name();
7620 if( cat_name != last_cat_name ) {
7621 mSortCategory[i + iCatSortNum++] = cat_name;
7622 last_cat_name = cat_name;
7623 }
7624 }
7625 if( lowPStart < static_cast<int>( filtered_items.size() ) ) {
7626 mSortCategory[lowPStart + iCatSortNum++] = _( "LOW PRIORITY" );
7627 }
7628 if( !mSortCategory[0].empty() ) {
7629 iActive++;
7630 }
7631 iItemNum = static_cast<int>( filtered_items.size() ) + iCatSortNum;
7632 }
7633
7634 if( action == "UP" ) {
7635 do {
7636 iActive--;
7637
7638 } while( !mSortCategory[iActive].empty() );
7639 iScrollPos = 0;
7640 page_num = 0;
7641 if( iActive < 0 ) {
7642 iActive = iItemNum - 1;
7643 }
7644 } else if( action == "DOWN" ) {
7645 do {
7646 iActive++;
7647
7648 } while( !mSortCategory[iActive].empty() );
7649 iScrollPos = 0;
7650 page_num = 0;
7651 if( iActive >= iItemNum ) {
7652 iActive = mSortCategory[0].empty() ? 0 : 1;
7653 }
7654 } else if( action == "RIGHT" ) {
7655 if( !filtered_items.empty() && activeItem ) {
7656 if( ++page_num >= static_cast<int>( activeItem->vIG.size() ) ) {
7657 page_num = activeItem->vIG.size() - 1;
7658 }
7659 }
7660 } else if( action == "LEFT" ) {
7661 page_num = std::max( 0, page_num - 1 );
7662 } else if( action == "PAGE_UP" ) {
7663 iScrollPos--;
7664 } else if( action == "PAGE_DOWN" ) {
7665 iScrollPos++;
7666 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
7667 u.view_offset = stored_view_offset;
7669 }
7670
7671 active_pos = tripoint_zero;
7672 activeItem = nullptr;
7673
7674 if( mSortCategory[iActive].empty() ) {
7675 auto iter = filtered_items.begin();
7676 for( int iNum = 0; iter != filtered_items.end() && iNum < iActive; iNum++ ) {
7677 if( mSortCategory[iNum].empty() ) {
7678 ++iter;
7679 }
7680 }
7681 if( iter != filtered_items.end() ) {
7682 active_pos = iter->vIG[page_num].pos;
7683 activeItem = &( *iter );
7684 }
7685 }
7686
7687 if( activeItem ) {
7688 centerlistview( active_pos, width );
7689 trail_start = u.pos();
7690 trail_end = u.pos() + active_pos;
7691 // Actually accessed from the terrain overlay callback `trail_cb` in the
7692 // call to `ui_manager::redraw`.
7693 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
7694 trail_end_x = true;
7695 } else {
7696 u.view_offset = stored_view_offset;
7697 trail_start = trail_end = std::nullopt;
7698 }
7700
7702
7703 action = ctxt.handle_input();
7704 } while( action != "QUIT" );
7705
7706 u.view_offset = stored_view_offset;
7707 return game::vmenu_ret::QUIT;
7708}
constexpr T clamp(const T &val, const T &min, const T &max)
Clamp first argument so that it is no lower than second and no higher than third.
Definition: cata_utility.h:149
std::string list_item_upvote
Definition: game.h:1030
std::string list_item_downvote
Definition: game.h:1031
std::string sFilter
Definition: game.h:1029
void reset_item_list_state(const catacurses::window &window, int height, bool bRadiusSort)
Definition: game.cpp:7146
std::vector< iteminfo > info() const
Return all the information about the item and its type as a vector.
Definition: item.cpp:3971
nc_color color_in_inventory() const
Returns the color of the item depending on usefulness for the player character, e....
Definition: item.cpp:4127
std::string type_name(unsigned int quantity=1) const
Name of the item type (not the item), with proper plural.
Definition: item.cpp:9846
static bool map_item_stack_sort(const map_item_stack &lhs, const map_item_stack &rhs)
std::vector< item_group > vIG
const item * example
tripoint example_item_pos
string_input_popup & identifier(const std::string &value)
An identifier to be used to store / get the input history.
string_input_popup & text(const std::string &value)
Set / get the text that can be modified by the user.
void edit(std::string &value)
Edit values in place.
string_input_popup & width(int value)
Width (in console cells) of the input field itself.
string_input_popup & description(const std::string &value)
Additional help text, shown below the input box.
string_input_popup & title(const std::string &value)
The title: short string before the actual input field.
std::string list_item_priority
Definition: uistate.h:121
int list_item_sort
Definition: uistate.h:118
bool list_item_downvote_active
Definition: uistate.h:124
bool list_item_init
Definition: uistate.h:126
bool list_item_filter_active
Definition: uistate.h:123
std::string list_item_filter
Definition: uistate.h:119
bool list_item_priority_active
Definition: uistate.h:125
std::string list_item_downvote
Definition: uistate.h:120
direction direction_from(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:540
temperature_flag
Definition: enums.h:42
static shared_ptr_fast< game::draw_callback_t > create_trail_callback(const std::optional< tripoint > &trail_start, const std::optional< tripoint > &trail_end, const bool &trail_end_x)
Definition: game.cpp:3065
uistatedata uistate
Definition: game.cpp:284
static void centerlistview(const tripoint &active_item_position, int ui_width)
Definition: game.cpp:6991
std::string direction_name_short(const direction dir)
Definition: line.cpp:533
int list_filter_high_priority(std::vector< map_item_stack > &stack, const std::string &priorities)
std::vector< map_item_stack > filter_item_stacks(const std::vector< map_item_stack > &stack, const std::string &filter)
int list_filter_low_priority(std::vector< map_item_stack > &stack, const int start, const std::string &priorities)
void mvwprintw(const window &win, point p, const std::string &text)
void wprintw(const window &win, const std::string &text)
temperature_flag temperature_flag_for_location(const map &m, const item_location &loc)
Definition: rot.cpp:12
quantity< int, temperature_in_millidegree_celsius_tag > temperature
void calcStartPos(int &iStartPos, const int iCurrentLine, const int iContentHeight, const int iNumEntries)
Definition: output.cpp:1507
void draw_custom_border(const catacurses::window &w, const catacurses::chtype ls, const catacurses::chtype rs, const catacurses::chtype ts, const catacurses::chtype bs, const catacurses::chtype tl, const catacurses::chtype tr, const catacurses::chtype bl, const catacurses::chtype br, const nc_color FG, point pos, int height, int width)
Definition: output.cpp:524
void draw_item_filter_rules(const catacurses::window &win, int starty, int height, item_filter_type type)
Write some tips (such as precede items with - to exclude them) onto the window.
Definition: output.cpp:810
std::string remove_color_tags(const std::string &s)
Removes the color tags from the input string.
Definition: output.cpp:145
void trim_and_print(const catacurses::window &w, point begin, const int width, const nc_color &base_color, const std::string &text, const report_color_error color_error)
Prints a single line of text.
Definition: output.cpp:214
void draw_scrollbar(const catacurses::window &window, const int iCurrentLine, const int iContentHeight, const int iNumLines, point offset, nc_color bar_color, const bool bDoNotScrollToEnd)
Draw a scrollbar (Legacy function, use class scrollbar instead!)
Definition: output.cpp:1314
input_event draw_item_info(const int iLeft, const int iWidth, const int iTop, const int iHeight, item_info_data &data)
Definition: output.cpp:793
#define LINE_XOXX
Definition: output.h:47
#define LINE_XXXO
Definition: output.h:45

References _, action, add_draw_callback(), add_msg(), c_light_gray, c_light_green, c_magenta, c_red, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, clamp(), item::color_in_inventory(), game_menus::inv::compare(), create_trail_callback(), string_input_popup::description(), direction_from(), direction_name_short(), item::display_name(), draw_custom_border(), draw_item_filter_rules(), draw_item_info(), draw_scrollbar(), string_input_popup::edit(), map_item_stack::example, map_item_stack::example_item_pos, FILTER, filter_item_stacks(), Character::get_path_avoid(), Character::get_pathfinding_settings(), input_context::handle_input(), item_info_data::handle_scrolling, high, HIGH_PRIORITY, string_input_popup::identifier(), item::info(), invalidate_main_ui_adaptor(), LINE_XOXX, LINE_XXXO, list_filter_high_priority(), list_filter_low_priority(), list_item_downvote, uistatedata::list_item_downvote, uistatedata::list_item_downvote_active, uistatedata::list_item_filter, uistatedata::list_item_filter_active, uistatedata::list_item_init, uistatedata::list_item_priority, uistatedata::list_item_priority_active, uistatedata::list_item_sort, list_item_upvote, LOW_PRIORITY, m, m_info, map_item_stack::map_item_stack_sort(), string_input_popup::max_length(), catacurses::mvwprintw(), mvwprintz(), catacurses::newwin(), point_south, point_zero, Character::pos(), string_input_popup::query_string(), QUIT, ui_manager::redraw(), input_context::register_action(), remove_color_tags(), reset_item_list_state(), rl_dist(), map::route(), Character::sees(), Character::set_destination(), sFilter, string_format(), rot::temperature_flag_for_location(), TERMX, TERMY, string_input_popup::text(), string_input_popup::title(), item::tname(), to_translation(), trim_and_print(), tripoint_zero, item::type_name(), u, uistate, utf8_width(), player::view_offset, map_item_stack::vIG, catacurses::werase(), string_input_popup::width(), item_info_data::without_border, item_info_data::without_getch, catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ list_items_monsters()

void game::list_items_monsters ( )
private

Definition at line 7215 of file game.cpp.

7216{
7217 std::vector<Creature *> mons = u.get_visible_creatures( current_daylight_level( calendar::turn ) );
7218 // whole reality bubble
7219 const std::vector<map_item_stack> items = find_nearby_items( 60 );
7220
7221 if( mons.empty() && items.empty() ) {
7222 add_msg( m_info, _( "You don't see any items or monsters around you!" ) );
7223 return;
7224 }
7225
7226 std::sort( mons.begin(), mons.end(), [&]( const Creature * lhs, const Creature * rhs ) {
7227 const auto att_lhs = lhs->attitude_to( u );
7228 const auto att_rhs = rhs->attitude_to( u );
7229
7230 return att_lhs < att_rhs || ( att_lhs == att_rhs
7231 && rl_dist( u.pos(), lhs->pos() ) < rl_dist( u.pos(), rhs->pos() ) );
7232 } );
7233
7234 // If the current list is empty, switch to the non-empty list
7236 if( items.empty() ) {
7237 uistate.vmenu_show_items = false;
7238 }
7239 } else if( mons.empty() ) {
7241 }
7242
7245 while( true ) {
7246 ret = uistate.vmenu_show_items ? list_items( items ) : list_monsters( mons );
7249 } else {
7250 break;
7251 }
7252 }
7253
7254 if( ret == game::vmenu_ret::FIRE ) {
7256 }
7258}
double current_daylight_level(const time_point &p)
Returns the current seasonally-adjusted maximum daylight level.
Definition: calendar.cpp:171
game::vmenu_ret list_monsters(const std::vector< Creature * > &monster_list)
Definition: game.cpp:7710
game::vmenu_ret list_items(const std::vector< map_item_stack > &item_list)
Definition: game.cpp:7260
vmenu_ret
Definition: game.h:768
std::vector< map_item_stack > find_nearby_items(int iRadius)
Definition: game.cpp:6914
void temp_exit_fullscreen()
Definition: game.cpp:453
void reenter_fullscreen()
Definition: game.cpp:463
bool vmenu_show_items
Definition: uistate.h:122

References _, add_msg(), CHANGE_TAB, current_daylight_level(), find_nearby_items(), FIRE, avatar_action::fire_wielded_weapon(), Character::get_visible_creatures(), list_items(), list_monsters(), m_info, reenter_fullscreen(), cata::hash64_detail::ret, temp_exit_fullscreen(), calendar::turn, u, uistate, and uistatedata::vmenu_show_items.

Referenced by handle_action(), and look_around().

◆ list_missions()

void game::list_missions ( )

Definition at line 22 of file mission_ui.cpp.

23{
24 catacurses::window w_missions;
25
26 enum class tab_mode : int {
27 TAB_ACTIVE = 0,
28 TAB_COMPLETED,
29 TAB_FAILED,
30 NUM_TABS,
31 FIRST_TAB = 0,
32 LAST_TAB = NUM_TABS - 1
33 };
34 tab_mode tab = tab_mode::FIRST_TAB;
35 size_t selection = 0;
36 int entries_per_page = 0;
37 input_context ctxt( "MISSIONS" );
38 ctxt.register_cardinal();
39 ctxt.register_action( "CONFIRM" );
40 ctxt.register_action( "QUIT" );
41 ctxt.register_action( "HELP_KEYBINDINGS" );
42
44 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
46
47 // content ranges from y=3 to FULL_SCREEN_HEIGHT - 2
48 entries_per_page = FULL_SCREEN_HEIGHT - 4;
49
50 ui.position_from_window( w_missions );
51 } );
52 ui.mark_resize();
53
54 std::vector<mission *> umissions;
55
56 ui.on_redraw( [&]( const ui_adaptor & ) {
57 werase( w_missions );
58 // entries_per_page * page number
59 const int top_of_page = entries_per_page * ( selection / entries_per_page );
60 const int bottom_of_page =
61 std::min( top_of_page + entries_per_page - 1, static_cast<int>( umissions.size() ) - 1 );
62
63 for( int i = 3; i < FULL_SCREEN_HEIGHT - 1; i++ ) {
64 mvwputch( w_missions, point( 30, i ), BORDER_COLOR, LINE_XOXO );
65 }
66
67 const std::vector<std::pair<tab_mode, std::string>> tabs = {
68 { tab_mode::TAB_ACTIVE, _( "ACTIVE MISSIONS" ) },
69 { tab_mode::TAB_COMPLETED, _( "COMPLETED MISSIONS" ) },
70 { tab_mode::TAB_FAILED, _( "FAILED MISSIONS" ) },
71 };
72 draw_tabs( w_missions, tabs, tab );
73 draw_border_below_tabs( w_missions );
74
75 mvwputch( w_missions, point( 30, 2 ), BORDER_COLOR,
76 tab == tab_mode::TAB_COMPLETED ? ' ' : LINE_OXXX ); // ^|^
77 mvwputch( w_missions, point( 30, FULL_SCREEN_HEIGHT - 1 ), BORDER_COLOR, LINE_XXOX ); // _|_
78
79 draw_scrollbar( w_missions, selection, entries_per_page, umissions.size(), point( 0, 3 ) );
80
81 for( int i = top_of_page; i <= bottom_of_page; i++ ) {
82 const auto miss = umissions[i];
83 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
84 const int y = i - top_of_page + 3;
85 trim_and_print( w_missions, point( 1, y ), 28,
86 static_cast<int>( selection ) == i ? hilite( col ) : col,
87 miss->name() );
88 }
89
90 if( selection < umissions.size() ) {
91 const auto miss = umissions[selection];
92 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
93 std::string for_npc;
94 if( miss->get_npc_id().is_valid() ) {
95 npc *guy = g->find_npc( miss->get_npc_id() );
96 if( guy ) {
97 for_npc = string_format( _( " for %s" ), guy->disp_name() );
98 }
99 }
100
101 int y = 3;
102 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, col,
103 miss->name() + for_npc );
104
105 auto format_tokenized_description = []( const std::string & description,
106 const std::vector<std::pair<int, itype_id>> &rewards ) {
107 std::string formatted_description = description;
108 for( const auto &reward : rewards ) {
109 std::string token = "<reward_count:" + reward.second.str() + ">";
110 formatted_description = replace_all( formatted_description, token,
111 string_format( "%d", reward.first ) );
112 }
113 return formatted_description;
114 };
115
116 y++;
117 if( !miss->get_description().empty() ) {
118 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, c_white,
119 format_tokenized_description( miss->get_description(), miss->get_likely_rewards() ) );
120 }
121 if( miss->has_deadline() ) {
122 const time_point deadline = miss->get_deadline();
123 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Deadline: %s" ), to_string( deadline ) );
124
125 if( tab != tab_mode::TAB_COMPLETED ) {
126 // There's no point in displaying this for a completed mission.
127 // @ TODO: But displaying when you completed it would be useful.
128 const time_duration remaining = deadline - calendar::turn;
129 std::string remaining_time;
130
131 if( remaining <= 0_turns ) {
132 remaining_time = _( "None!" );
133 } else if( u.has_watch() ) {
134 remaining_time = to_string( remaining );
135 } else {
136 remaining_time = to_string_approx( remaining );
137 }
138
139 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Time remaining: %s" ), remaining_time );
140 }
141 }
142 if( miss->has_target() ) {
144 // TODO: target does not contain a z-component, targets are assumed to be on z=0
145 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Target: %s You: %s" ),
146 miss->get_target().to_string(), pos.to_string() );
147 }
148 } else {
149 static const std::map< tab_mode, std::string > nope = {
150 { tab_mode::TAB_ACTIVE, translate_marker( "You have no active missions!" ) },
151 { tab_mode::TAB_COMPLETED, translate_marker( "You haven't completed any missions!" ) },
152 { tab_mode::TAB_FAILED, translate_marker( "You haven't failed any missions!" ) }
153 };
154 mvwprintz( w_missions, point( 31, 4 ), c_light_red, _( nope.at( tab ) ) );
155 }
156
157 wnoutrefresh( w_missions );
158 } );
159
160 while( true ) {
161 umissions.clear();
162 if( tab < tab_mode::FIRST_TAB || tab >= tab_mode::NUM_TABS ) {
163 debugmsg( "The sanity check failed because tab=%d", static_cast<int>( tab ) );
164 tab = tab_mode::FIRST_TAB;
165 }
166 switch( tab ) {
168 umissions = u.get_active_missions();
169 break;
170 case tab_mode::TAB_COMPLETED:
171 umissions = u.get_completed_missions();
172 break;
173 case tab_mode::TAB_FAILED:
174 umissions = u.get_failed_missions();
175 break;
176 default:
177 break;
178 }
179 if( ( !umissions.empty() && selection >= umissions.size() ) ||
180 ( umissions.empty() && selection != 0 ) ) {
181 debugmsg( "Sanity check failed: selection=%d, size=%d", static_cast<int>( selection ),
182 static_cast<int>( umissions.size() ) );
183 selection = 0;
184 }
186 const std::string action = ctxt.handle_input();
187 if( action == "RIGHT" ) {
188 tab = static_cast<tab_mode>( static_cast<int>( tab ) + 1 );
189 if( tab >= tab_mode::NUM_TABS ) {
190 tab = tab_mode::FIRST_TAB;
191 }
192 selection = 0;
193 } else if( action == "LEFT" ) {
194 tab = static_cast<tab_mode>( static_cast<int>( tab ) - 1 );
195 if( tab < tab_mode::FIRST_TAB ) {
196 tab = tab_mode::LAST_TAB;
197 }
198 selection = 0;
199 } else if( action == "DOWN" ) {
200 selection++;
201 if( selection >= umissions.size() ) {
202 selection = 0;
203 }
204 } else if( action == "UP" ) {
205 if( selection == 0 ) {
206 selection = umissions.empty() ? 0 : umissions.size() - 1;
207 } else {
208 selection--;
209 }
210 } else if( action == "CONFIRM" ) {
211 if( tab == tab_mode::TAB_ACTIVE && selection < umissions.size() ) {
212 u.set_active_mission( *umissions[selection] );
213 }
214 break;
215 } else if( action == "QUIT" ) {
216 break;
217 }
218 }
219}
std::string to_string_approx(const time_duration &dur, const bool verbose)
Returns approximate duration.
Definition: calendar.cpp:361
bool has_watch() const
Returns true if the player or their vehicle has a watch.
Definition: character.cpp:720
void set_active_mission(mission &cur_mission)
Set which mission is active.
Definition: avatar.cpp:214
mission * get_active_mission() const
Returns the mission that is currently active.
Definition: avatar.cpp:193
std::vector< mission * > get_completed_missions() const
Definition: avatar.cpp:183
std::vector< mission * > get_active_missions() const
Definition: avatar.cpp:178
std::vector< mission * > get_failed_missions() const
Definition: avatar.cpp:188
A point in the game time.
Definition: calendar.h:431
nc_color hilite(const nc_color &c)
Definition: color.cpp:509
void draw_tabs(const catacurses::window &w, const std::vector< std::string > &tab_texts, size_t current_tab)
Definition: output.cpp:1274
void draw_border_below_tabs(const catacurses::window &w, nc_color border_color)
Definition: output.cpp:587
int fold_and_print(const catacurses::window &w, point begin, int width, const nc_color &base_color, const std::string &text, const char split)
Fold and print text in the given window.
Definition: output.cpp:299
#define LINE_XXOX
Definition: output.h:46
#define BORDER_COLOR
Definition: output.h:92
std::string replace_all(std::string input, const std::string &what, const std::string &with)
Replace all occurences of 'what' within 'input' with 'with'.
#define translate_marker(x)
Marks a string literal to be extracted for translation.
Definition: translations.h:30
catacurses::window new_centered_win(int nlines, int ncols)
Definition: ui.cpp:30

References _, action, BORDER_COLOR, c_light_green, c_light_red, c_white, debugmsg, Character::disp_name(), draw_border_below_tabs(), draw_scrollbar(), draw_tabs(), fold_and_print(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, avatar::get_active_mission(), avatar::get_active_missions(), avatar::get_completed_missions(), avatar::get_failed_missions(), catacurses::getmaxx(), Character::global_omt_location(), input_context::handle_input(), Character::has_watch(), hilite(), LINE_OXXX, LINE_XOXO, LINE_XXOX, mvwprintz(), mvwputch(), new_centered_win(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), replace_all(), avatar::set_active_mission(), string_format(), anonymous_namespace{bionics_ui.cpp}::TAB_ACTIVE, coords::coord_point< Point, Origin, Scale >::to_string(), to_string(), to_string_approx(), translate_marker, trim_and_print(), calendar::turn, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by handle_action().

◆ list_monsters()

game::vmenu_ret game::list_monsters ( const std::vector< Creature * > &  monster_list)
private

Definition at line 7710 of file game.cpp.

7711{
7712 const int iInfoHeight = 15;
7713 const int width = 45;
7714 int offsetX = 0;
7715 int iMaxRows = 0;
7716
7717 catacurses::window w_monsters;
7718 catacurses::window w_monsters_border;
7719 catacurses::window w_monster_info;
7720 catacurses::window w_monster_info_border;
7721
7722 Creature *cCurMon = nullptr;
7723 tripoint iActivePos;
7724
7725 bool hide_ui = false;
7726
7727 ui_adaptor ui;
7728 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7729 if( hide_ui ) {
7730 ui.position( point_zero, point_zero );
7731 } else {
7732 offsetX = TERMX - width;
7733 iMaxRows = TERMY - iInfoHeight - 1;
7734
7735 w_monsters = catacurses::newwin( iMaxRows, width - 2, point( offsetX + 1,
7736 1 ) );
7737 w_monsters_border = catacurses::newwin( iMaxRows + 1, width, point( offsetX,
7738 0 ) );
7739 w_monster_info = catacurses::newwin( iInfoHeight - 2, width - 2,
7740 point( offsetX + 1, TERMY - iInfoHeight + 1 ) );
7741 w_monster_info_border = catacurses::newwin( iInfoHeight, width, point( offsetX,
7742 TERMY - iInfoHeight ) );
7743
7744 if( cCurMon ) {
7745 centerlistview( iActivePos, width );
7746 }
7747
7748 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7749 }
7750 } );
7751 ui.mark_resize();
7752
7753 const int max_gun_range = u.weapon.gun_range( &u );
7754
7755 const tripoint stored_view_offset = u.view_offset;
7757
7758 int iActive = 0; // monster index that we're looking at
7759
7760 std::string action;
7761 input_context ctxt( "LIST_MONSTERS" );
7762 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7763 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7764 ctxt.register_action( "NEXT_TAB" );
7765 ctxt.register_action( "PREV_TAB" );
7766 ctxt.register_action( "SAFEMODE_BLACKLIST_ADD" );
7767 ctxt.register_action( "SAFEMODE_BLACKLIST_REMOVE" );
7768 ctxt.register_action( "QUIT" );
7769 if( bVMonsterLookFire ) {
7770 ctxt.register_action( "look" );
7771 ctxt.register_action( "fire" );
7772 }
7773 ctxt.register_action( "HELP_KEYBINDINGS" );
7774
7775 // first integer is the row the attitude category string is printed in the menu
7776 std::map<int, Creature::Attitude> mSortCategory;
7777
7778 for( int i = 0, last_attitude = -1; i < static_cast<int>( monster_list.size() ); i++ ) {
7779 const auto attitude = monster_list[i]->attitude_to( u );
7780 if( attitude != last_attitude ) {
7781 mSortCategory[i + mSortCategory.size()] = attitude;
7782 last_attitude = attitude;
7783 }
7784 }
7785
7786 ui.on_redraw( [&]( const ui_adaptor & ) {
7787 if( !hide_ui ) {
7788 draw_custom_border( w_monsters_border, true, true, true, true, true, true, LINE_XOXO, LINE_XOXO );
7789 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
7790 true );
7791
7792 mvwprintz( w_monsters_border, point( 2, 0 ), c_light_green, "<Tab> " );
7793 wprintz( w_monsters_border, c_white, _( "Monsters" ) );
7794
7795 if( monster_list.empty() ) {
7796 werase( w_monsters );
7797 mvwprintz( w_monsters, point( 2, iMaxRows / 3 ), c_white,
7798 _( "You don't see any monsters around you!" ) );
7799 } else {
7800 werase( w_monsters );
7801
7802 const int iNumMonster = monster_list.size();
7803 const int iMenuSize = monster_list.size() + mSortCategory.size();
7804
7805 const int numw = iNumMonster > 999 ? 4 :
7806 iNumMonster > 99 ? 3 :
7807 iNumMonster > 9 ? 2 : 1;
7808
7809 // given the currently selected monster iActive. get the selected row
7810 int iSelPos = iActive;
7811 for( auto &ia : mSortCategory ) {
7812 int index = ia.first;
7813 if( index <= iSelPos ) {
7814 ++iSelPos;
7815 } else {
7816 break;
7817 }
7818 }
7819 int iStartPos = 0;
7820 // use selected row get the start row
7821 calcStartPos( iStartPos, iSelPos, iMaxRows - 1, iMenuSize );
7822
7823 // get first visible monster and category
7824 int iCurMon = iStartPos;
7825 auto CatSortIter = mSortCategory.cbegin();
7826 while( CatSortIter != mSortCategory.cend() && CatSortIter->first < iStartPos ) {
7827 ++CatSortIter;
7828 --iCurMon;
7829 }
7830
7831 const auto endY = std::min<int>( iMaxRows - 1, iMenuSize );
7832 for( int y = 0; y < endY; ++y ) {
7833 if( CatSortIter != mSortCategory.cend() ) {
7834 const int iCurPos = iStartPos + y;
7835 const int iCatPos = CatSortIter->first;
7836 if( iCurPos == iCatPos ) {
7837 const std::string cat_name = Creature::get_attitude_ui_data(
7838 CatSortIter->second ).first.translated();
7839 mvwprintz( w_monsters, point( 1, y ), c_magenta, cat_name );
7840 ++CatSortIter;
7841 continue;
7842 }
7843 }
7844 // select current monster
7845 const auto critter = monster_list[iCurMon];
7846 const bool selected = iCurMon == iActive;
7847 ++iCurMon;
7848 if( critter->sees( g->u ) ) {
7849 mvwprintz( w_monsters, point( 0, y ), c_yellow, "!" );
7850 }
7851 bool is_npc = false;
7852 const monster *m = dynamic_cast<monster *>( critter );
7853 const npc *p = dynamic_cast<npc *>( critter );
7854 nc_color name_color = critter->basic_symbol_color();
7855
7856 if( selected ) {
7857 name_color = hilite( name_color );
7858 }
7859
7860 if( m != nullptr ) {
7861 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, m->name() );
7862 } else {
7863 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, critter->disp_name() );
7864 is_npc = true;
7865 }
7866
7867 if( selected && !get_safemode().empty() ) {
7868 const std::string monName = is_npc ? get_safemode().npc_type_name() : m->name();
7869
7870 std::string sSafemode;
7871 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
7872 sSafemode = _( "<R>emove from safemode Blacklist" );
7873 } else {
7874 sSafemode = _( "<A>dd to safemode Blacklist" );
7875 }
7876
7877 shortcut_print( w_monsters, point( 2, getmaxy( w_monsters ) - 1 ),
7878 c_white, c_light_green, sSafemode );
7879 }
7880
7882 std::string sText;
7883
7884 if( m != nullptr ) {
7885 m->get_HP_Bar( color, sText );
7886 } else {
7887 std::tie( sText, color ) =
7888 ::get_hp_bar( critter->get_hp(), critter->get_hp_max(), false );
7889 }
7890 mvwprintz( w_monsters, point( width - 25, y ), color, sText );
7891
7892 if( m != nullptr ) {
7893 const auto att = m->get_attitude();
7894 sText = att.first;
7895 color = att.second;
7896 } else if( p != nullptr ) {
7897 sText = npc_attitude_name( p->get_attitude() );
7898 color = p->symbol_color();
7899 }
7900 mvwprintz( w_monsters, point( width - 19, y ), color, sText );
7901
7902 const int mon_dist = rl_dist( u.pos(), critter->pos() );
7903 const int numd = mon_dist > 999 ? 4 :
7904 mon_dist > 99 ? 3 :
7905 mon_dist > 9 ? 2 : 1;
7906
7907 trim_and_print( w_monsters, point( width - ( 8 + numd ), y ), 6 + numd,
7908 selected ? c_light_green : c_light_gray,
7909 "%*d %s",
7910 numd, mon_dist,
7911 direction_name_short( direction_from( u.pos(), critter->pos() ) ) );
7912 }
7913
7914 mvwprintz( w_monsters_border, point( ( width / 2 ) - numw - 2, 0 ), c_light_green, " %*d", numw,
7915 iActive + 1 );
7916 wprintz( w_monsters_border, c_white, " / %*d ", numw, static_cast<int>( monster_list.size() ) );
7917
7918 werase( w_monster_info );
7919 if( cCurMon ) {
7920 cCurMon->print_info( w_monster_info, 1, iInfoHeight - 3, 1 );
7921 }
7922
7923 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
7924 true );
7925
7926 if( bVMonsterLookFire ) {
7927 mvwprintw( w_monster_info_border, point_east, "< " );
7928 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "look" ) );
7929 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to look around" ) );
7930
7931 if( cCurMon && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
7932 wprintw( w_monster_info_border, " " );
7933 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "fire" ) );
7934 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to shoot" ) );
7935 }
7936 wprintw( w_monster_info_border, " >" );
7937 }
7938
7939 draw_scrollbar( w_monsters_border, iActive, iMaxRows, static_cast<int>( monster_list.size() ),
7940 point_south );
7941 }
7942
7943 wnoutrefresh( w_monsters_border );
7944 wnoutrefresh( w_monster_info_border );
7945 wnoutrefresh( w_monsters );
7946 wnoutrefresh( w_monster_info );
7947 }
7948 } );
7949
7950 std::optional<tripoint> trail_start;
7951 std::optional<tripoint> trail_end;
7952 bool trail_end_x = false;
7953 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
7954 trail_end_x );
7955 add_draw_callback( trail_cb );
7956
7957 do {
7958 if( action == "UP" ) {
7959 iActive--;
7960 if( iActive < 0 ) {
7961 if( monster_list.empty() ) {
7962 iActive = 0;
7963 } else {
7964 iActive = static_cast<int>( monster_list.size() ) - 1;
7965 }
7966 }
7967 } else if( action == "DOWN" ) {
7968 iActive++;
7969 if( iActive >= static_cast<int>( monster_list.size() ) ) {
7970 iActive = 0;
7971 }
7972 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
7973 u.view_offset = stored_view_offset;
7975 } else if( action == "SAFEMODE_BLACKLIST_REMOVE" ) {
7976 const auto m = dynamic_cast<monster *>( cCurMon );
7977 const std::string monName = ( m != nullptr ) ? m->name() : "human";
7978
7979 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
7981 }
7982 } else if( action == "SAFEMODE_BLACKLIST_ADD" ) {
7983 if( !get_safemode().empty() ) {
7984 const auto m = dynamic_cast<monster *>( cCurMon );
7985 const std::string monName = ( m != nullptr ) ? m->name() : "human";
7986
7987 get_safemode().add_rule( monName, Creature::A_ANY, get_option<int>( "SAFEMODEPROXIMITY" ),
7989 }
7990 } else if( action == "look" ) {
7991 hide_ui = true;
7992 ui.mark_resize();
7993 look_around();
7994 hide_ui = false;
7995 ui.mark_resize();
7996 } else if( action == "fire" ) {
7997 if( cCurMon != nullptr && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
7998 u.last_target = shared_from( *cCurMon );
8000 u.view_offset = stored_view_offset;
8001 return game::vmenu_ret::FIRE;
8002 }
8003 }
8004
8005 if( iActive >= 0 && static_cast<size_t>( iActive ) < monster_list.size() ) {
8006 cCurMon = monster_list[iActive];
8007 iActivePos = cCurMon->pos() - u.pos();
8008 centerlistview( iActivePos, width );
8009 trail_start = u.pos();
8010 trail_end = cCurMon->pos();
8011 // Actually accessed from the terrain overlay callback `trail_cb` in the
8012 // call to `ui_manager::redraw`.
8013 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
8014 trail_end_x = false;
8015 } else {
8016 cCurMon = nullptr;
8017 iActivePos = tripoint_zero;
8018 u.view_offset = stored_view_offset;
8019 trail_start = trail_end = std::nullopt;
8020 }
8022
8024
8025 action = ctxt.handle_input();
8026 } while( action != "QUIT" );
8027
8028 u.view_offset = stored_view_offset;
8029
8030 return game::vmenu_ret::QUIT;
8031}
double recoil
Definition: character.h:563
nc_color symbol_color() const override
Definition: character.cpp:6006
static const std::pair< translation, nc_color > & get_attitude_ui_data(Attitude att)
Creature Attitude as String and color.
Definition: creature.cpp:1893
virtual const tripoint & pos() const =0
virtual int print_info(const catacurses::window &w, int vStart, int vLines, int column) const =0
Write information about this creature.
shared_ptr_fast< T > shared_from(const T &critter)
Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).
Definition: game.cpp:4570
bool bVMonsterLookFire
Definition: game.h:1034
int gun_range(const player *p) const
The weapons range in map squares.
Definition: item.cpp:7357
npc_attitude get_attitude() const
Definition: npc.cpp:3164
weak_ptr_fast< Creature > last_target
Definition: player.h:241
bool has_rule(const std::string &rule_in, Creature::Attitude attitude_in)
void remove_rule(const std::string &rule_in, Creature::Attitude attitude_in)
static nc_color color(const T_t &t)
@ RULE_BLACKLISTED
Definition: enums.h:54
constexpr double MAX_RECOIL
std::string npc_attitude_name(npc_attitude att)
Definition: npc.cpp:2565
std::pair< std::string, nc_color > get_hp_bar(const int cur_hp, const int max_hp, const bool is_mon)
Definition: output.cpp:1604
size_t shortcut_print(const catacurses::window &w, point p, nc_color text_color, nc_color shortcut_color, const std::string &fmt)
Definition: output.cpp:1543

References _, Creature::A_ANY, action, add_draw_callback(), safemode::add_rule(), bVMonsterLookFire, c_light_gray, c_light_green, c_magenta, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, color(), create_trail_callback(), direction_from(), direction_name_short(), draw_custom_border(), draw_scrollbar(), FIRE, g, npc::get_attitude(), Creature::get_attitude_ui_data(), get_hp_bar(), get_safemode(), catacurses::getmaxy(), item::gun_range(), input_context::handle_input(), safemode::has_rule(), hilite(), invalidate_main_ui_adaptor(), player::last_target, LINE_XOXO, LINE_XOXX, LINE_XXXO, look_around(), m, MAX_RECOIL, catacurses::mvwprintw(), mvwprintz(), map::name(), catacurses::newwin(), npc_attitude_name(), safemode::npc_type_name(), point_east, point_south, point_zero, Creature::pos(), Character::pos(), input_context::press_x(), Creature::print_info(), QUIT, Character::recoil, ui_manager::redraw(), input_context::register_action(), safemode::remove_rule(), rl_dist(), RULE_BLACKLISTED, shared_from(), shortcut_print(), Character::symbol_color(), TERMX, TERMY, to_translation(), trim_and_print(), tripoint_zero, u, player::view_offset, Character::weapon, catacurses::werase(), catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ load() [1/2]

bool game::load ( const save_t name)
private

Definition at line 2538 of file game.cpp.

2539{
2542 popup.message( "%s", _( "Please wait…\nLoading the save…" ) );
2545
2546 using namespace std::placeholders;
2547
2548 const std::string worldpath = get_world_base_save_path() + "/";
2549 const std::string playerpath = worldpath + name.base_path();
2550
2551 // Now load up the master game data; factions (and more?)
2552 load_master();
2553 u = avatar();
2554 u.set_save_id( name.decoded_name() );
2555 u.name = name.decoded_name();
2556 if( !read_from_file( playerpath + SAVE_EXTENSION, std::bind( &game::unserialize, this, _1 ) ) ) {
2557 return false;
2558 }
2559
2561 u.get_avatar_diary()->load();
2562
2564
2565 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_LOG,
2566 std::bind( &memorial_logger::load, &memorial(), _1 ) );
2567
2568#if defined(__ANDROID__)
2569 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_SHORTCUTS,
2570 std::bind( &game::load_shortcuts, this, _1 ) );
2571#endif
2572
2573 // Now that the player's worn items are updated, their sight limits need to be
2574 // recalculated. (This would be cleaner if u.worn were private.)
2576
2577 if( !gamemode ) {
2578 gamemode = std::make_unique<special_game>();
2579 }
2580
2581 safe_mode = get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF;
2582 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
2583
2584 init_autosave();
2585 get_auto_pickup().load_character(); // Load character auto pickup rules
2586 get_auto_notes_settings().load(); // Load character auto notes settings
2587 get_safemode().load_character(); // Load character safemode rules
2588 zone_manager::get_manager().load_zones(); // Load character world zones
2589 read_from_file_optional( get_world_base_save_path() + "/uistate.json", []( std::istream & stream ) {
2590 JsonIn jsin( stream );
2591 uistate.deserialize( jsin );
2592 } );
2593 reload_npcs();
2598 update_map( u );
2599 for( auto &e : u.inv_dump() ) {
2600 e->set_owner( g->u );
2601 }
2602 // legacy, needs to be here as we access the map.
2603 if( !u.getID().is_valid() ) {
2604 // player does not have a real id, so assign a new one,
2605 u.setID( assign_npc_id() );
2606 // The vehicle stores the IDs of the boarded players, so update it, too.
2607 if( u.in_vehicle ) {
2608 if( const std::optional<vpart_reference> vp = m.veh_at(
2609 u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
2610 vp->part().passenger_id = u.getID();
2611 }
2612 }
2613 }
2614
2615 // populate calendar caches now, after active world is set, but before we do
2616 // anything else, to ensure they pick up the correct value from the save's
2617 // worldoptions
2618 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
2619 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
2620
2621 u.reset();
2622
2623 return true;
2624}
bool read_from_file(const std::string &path, const std::function< void(std::istream &)> &reader)
Try to open and read from given file using the given callback.
bool read_from_file_optional(const std::string &path, const std::function< void(std::istream &)> &reader)
void setID(character_id i, bool force=false)
Definition: character.cpp:472
std::vector< item * > inv_dump()
Definition: character.cpp:8917
void recalc_sight_limits()
Modifies the player's sight values Must be called when any of the following change: This must be call...
Definition: character.cpp:1613
void reset() override
Handles stat and bonus reset.
Definition: character.cpp:3613
Definition: json.h:172
Definition: avatar.h:55
void set_save_id(const std::string &id)
Definition: avatar.h:91
void load_map_memory()
Definition: avatar.cpp:137
Helper class that fills the background and obscures all UIs below.
Definition: ui_manager.h:193
bool is_valid() const
Definition: character_id.h:19
void load()
Definition: diary.cpp:810
void validate_linked_vehicles()
validate towed vehicles so they get linked up again after a load
Definition: game.cpp:1894
void reload_npcs()
Unloads, then loads the NPCs.
Definition: game.cpp:868
void validate_camps()
validate camps to ensure they are on the overmap list
Definition: game.cpp:1952
void load_master()
Definition: game.cpp:2507
void validate_mounted_npcs()
Definition: game.cpp:1909
character_id assign_npc_id()
Definition: game.cpp:3559
void unserialize(std::istream &fin)
Definition: savegame.cpp:167
void init_autosave()
Definition: game.cpp:11247
void validate_npc_followers()
validate list of followers to account for overmap buffers
Definition: game.cpp:1928
void load(std::istream &fin)
Loads the data in a memorial file from the given ifstream.
void load_character()
Create a popup on the UI stack that gets displayed but receives no input itself.
Definition: popup.h:278
void deserialize(const JsonObject &jo)
time_point nextweather
Definition: weather.h:205
void load_zones()
Definition: clzones.cpp:1216
static const std::string SAVE_EXTENSION(".sav")
static const std::string SAVE_EXTENSION_SHORTCUTS(".shortcuts")
static const std::string SAVE_EXTENSION_LOG(".log")
void set_season_length(int dur)
Definition: calendar.cpp:478
void set_eternal_season(bool is_eternal_season)
Definition: calendar.cpp:470

References _, assign_npc_id(), uistatedata::deserialize(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), avatar::get_avatar_diary(), zone_manager::get_manager(), get_safemode(), get_weather, get_world_base_save_path(), Character::getID(), Character::in_vehicle, init_autosave(), Character::inv_dump(), character_id::is_valid(), auto_notes::auto_note_settings::load(), diary::load(), memorial_logger::load(), auto_pickup::player_settings::load_character(), safemode::load_character(), avatar::load_map_memory(), load_master(), zone_manager::load_zones(), m, memorial(), mostseen, Character::name, om_direction::name(), weather_manager::nextweather, optional_vpart_position::part_with_feature(), popup(), Character::pos(), read_from_file(), read_from_file_optional(), Character::recalc_sight_limits(), ui_manager::redraw(), refresh_display(), reload_npcs(), Character::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), calendar::set_eternal_season(), avatar::set_save_id(), calendar::set_season_length(), Character::setID(), calendar::turn, u, uistate, unserialize(), update_map(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), validate_npc_followers(), and map::veh_at().

◆ load() [2/2]

bool game::load ( const std::string &  world)

Attempt to load first valid save (if any) in world.

Definition at line 2514 of file game.cpp.

2515{
2516 world_generator->init();
2517 const WORLDPTR wptr = world_generator->get_world( world );
2518 if( !wptr ) {
2519 return false;
2520 }
2521 if( wptr->world_saves.empty() ) {
2522 debugmsg( "world '%s' contains no saves", world );
2523 return false;
2524 }
2525
2526 try {
2527 world_generator->set_active_world( wptr );
2528 g->setup();
2529 g->load( wptr->world_saves.front() );
2530 } catch( const std::exception &err ) {
2531 debugmsg( "cannot load world '%s': %s", world, err.what() );
2532 return false;
2533 }
2534
2535 return true;
2536}
std::vector< save_t > world_saves
Definition: worldfactory.h:62

References debugmsg, g, world_generator, and WORLD::world_saves.

Referenced by quickload().

◆ load_map() [1/2]

void game::load_map ( const tripoint pos_sm,
bool  pump_events = false 
)

Load the main map at given location, see map::load, in global, absolute submap coordinates.

Parameters
pump_eventsIf true, handle window events during loading. If you set this to true, do ensure that the map is not accessed before this function returns (for example, UIs that draw the map should be disabled).

Definition at line 540 of file game.cpp.

541{
542 // TODO: fix point types
543 load_map( tripoint_abs_sm( pos_sm ), pump_events );
544}
void load_map(const tripoint &pos_sm, bool pump_events=false)
Load the main map at given location, see map::load, in global, absolute submap coordinates.
Definition: game.cpp:540
coords::coord_point< tripoint, coords::origin::abs, coords::sm > tripoint_abs_sm
Definition: coordinates.h:490

References load_map().

Referenced by load_map(), place_player_overmap(), start_game(), and unserialize().

◆ load_map() [2/2]

void game::load_map ( const tripoint_abs_sm pos_sm,
bool  pump_events = false 
)

Definition at line 546 of file game.cpp.

548{
549 m.load( pos_sm, true, pump_events );
550 grid_tracker_ptr->load( m );
551}
void load(const tripoint &w, bool update_vehicles, bool pump_events=false)
Load submaps into grid.
Definition: map.cpp:6715

References grid_tracker_ptr, map::load(), and m.

◆ load_master()

void game::load_master ( )
private

Definition at line 2507 of file game.cpp.

2508{
2509 using namespace std::placeholders;
2510 const auto datafile = get_world_base_save_path() + "/" + SAVE_MASTER;
2511 read_from_file_optional( datafile, std::bind( &game::unserialize_master, this, _1 ) );
2512}
void unserialize_master(std::istream &fin)
Definition: savegame.cpp:1193
static const std::string SAVE_MASTER("master.gsav")

References get_world_base_save_path(), read_from_file_optional(), SAVE_MASTER(), and unserialize_master().

Referenced by load(), and start_game().

◆ load_npcs()

void game::load_npcs ( )

Makes any nearby NPCs on the overmap active.

Definition at line 806 of file game.cpp.

807{
808 const int radius = HALF_MAPSIZE - 1;
809 // uses submap coordinates
810 std::vector<shared_ptr_fast<npc>> just_added;
811 for( const auto &temp : overmap_buffer.get_npcs_near_player( radius ) ) {
812 const character_id &id = temp->getID();
813 const auto found = std::find_if( active_npc.begin(), active_npc.end(),
814 [id]( const shared_ptr_fast<npc> &n ) {
815 return n->getID() == id;
816 } );
817 if( found != active_npc.end() ) {
818 continue;
819 }
820 if( temp->is_active() ) {
821 continue;
822 }
823 if( temp->has_companion_mission() ) {
824 continue;
825 }
826
827 const tripoint sm_loc = temp->global_sm_location();
828 // NPCs who are out of bounds before placement would be pushed into bounds
829 // This can cause NPCs to teleport around, so we don't want that
830 if( sm_loc.x < get_levx() || sm_loc.x >= get_levx() + MAPSIZE ||
831 sm_loc.y < get_levy() || sm_loc.y >= get_levy() + MAPSIZE ||
832 ( sm_loc.z != get_levz() && !m.has_zlevels() ) ) {
833 continue;
834 }
835
836 add_msg( m_debug, "game::load_npcs: Spawning static NPC, %d:%d:%d (%d:%d:%d)",
837 get_levx(), get_levy(), get_levz(), sm_loc.x, sm_loc.y, sm_loc.z );
838 temp->place_on_map();
839 if( !m.inbounds( temp->pos() ) ) {
840 continue;
841 }
842 // In the rare case the npc was marked for death while
843 // it was on the overmap. Kill it.
844 if( temp->marked_for_death ) {
845 temp->die( nullptr );
846 } else {
847 active_npc.push_back( temp );
848 just_added.push_back( temp );
849 }
850 }
851
852 for( const auto &npc : just_added ) {
853 npc->on_load();
854 }
855
856 npcs_dirty = false;
857}
void on_load()
Retroactively update npc.
Definition: npc.cpp:2678
static constexpr int MAPSIZE

References active_npc, add_msg(), get_levx(), get_levy(), get_levz(), overmapbuffer::get_npcs_near_player(), HALF_MAPSIZE, map::has_zlevels(), map::inbounds(), m, m_debug, MAPSIZE, npcs_dirty, npc::on_load(), overmap_buffer, tripoint::x, tripoint::y, and tripoint::z.

Referenced by do_turn(), perhaps_add_random_npc(), place_player_overmap(), reload_npcs(), save_cyborg(), spawn_hallucination(), start_game(), and update_map().

◆ load_static_data()

void game::load_static_data ( )

Loads static data that does not depend on mods or similar.

Definition at line 336 of file game.cpp.

337{
338 // UI stuff, not mod-specific per definition
339 inp_mngr.init(); // Load input config JSON
340 // Init mappings for loading the json stuff
342 fullscreen = false;
343 was_fullscreen = false;
344 show_panel_adm = false;
346
347 // These functions do not load stuff from json.
348 // The content they load/initialize is hardcoded into the program.
349 // Therefore they can be loaded here.
350 // If this changes (if they load data from json), they have to
351 // be moved to game::load_mod
352
356}
static DynamicDataLoader & get_instance()
Returns the single instance of this class.
Definition: init.cpp:119
bool was_fullscreen
Definition: game.h:1016
bool fullscreen
Definition: game.h:1015
void init()
Initializes the input manager, aka loads the input mapping configuration JSON.
Definition: input.cpp:111
void init()
Definition: panels.cpp:2199
void load_global()

References fullscreen, get_auto_pickup(), get_distraction_manager(), DynamicDataLoader::get_instance(), panel_manager::get_manager(), get_safemode(), input_manager::init(), panel_manager::init(), inp_mngr, distraction_manager::distraction_manager_gui::load(), auto_pickup::player_settings::load_global(), safemode::load_global(), show_panel_adm, and was_fullscreen.

◆ look_around() [1/2]

std::optional< tripoint > game::look_around ( bool  force_3d = false)

Definition at line 6562 of file game.cpp.

6563{
6565 look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
6566 false, false, tripoint_zero, force_3d );
6567 return result.position;
6568}

References center, look_around(), Character::pos(), tripoint_zero, u, and player::view_offset.

Referenced by handle_action(), list_monsters(), look_around(), peek(), and zones_manager().

◆ look_around() [2/2]

look_around_result game::look_around ( bool  show_window,
tripoint center,
const tripoint start_point,
bool  has_first_point,
bool  select_zone,
bool  peeking,
bool  is_moving_zone = false,
const tripoint end_point = tripoint_zero,
bool  force_3d = false 
)
Parameters
show_windowdisplay the info window that holds the tile information in the position.
centerused to calculate the u.view_offset, could center the screen to the position it represents
start_pointthe start point of the targeting zone, also the initial local position of the cursor
has_first_pointshould be true if the first point has been selected when editing the zone
select_zonetrue if the zone is being edited
peekingdetermines if the player is peeking
is_moving_zonetrue if the zone is being moved, false by default
end_pointthe end point of the targeting zone, only used if is_moving_zone is true, default is tripoint_zero
Returns
look_around_result

Definition at line 6570 of file game.cpp.

6573{
6574 bVMonsterLookFire = false;
6575 // TODO: Make this `true`
6576 const bool allow_zlev_move = m.has_zlevels() && ( get_option<bool>( "FOV_3D" ) || force_3d );
6577
6579
6580 tripoint lp = is_moving_zone ? ( start_point + end_point ) / 2 : start_point; // cursor
6581 int &lx = lp.x;
6582 int &ly = lp.y;
6583 int &lz = lp.z;
6584
6585 int soffset = get_option<int>( "FAST_SCROLL_OFFSET" );
6586 bool fast_scroll = false;
6587
6588 std::unique_ptr<ui_adaptor> ui;
6589 catacurses::window w_info;
6590 if( show_window ) {
6591 ui = std::make_unique<ui_adaptor>();
6592 ui->on_screen_resize( [&]( ui_adaptor & ui ) {
6593 int panel_width = panel_manager::get_manager().get_current_layout().begin()->get_width();
6595
6596 // If particularly small, base height on panel width irrespective of other elements.
6597 // Value here is attempting to get a square-ish result assuming 1x2 proportioned font.
6598 if( height < panel_width / 2 ) {
6599 height = panel_width / 2;
6600 }
6601
6602 int la_y = 0;
6603 int la_x = TERMX - panel_width;
6604 std::string position = get_option<std::string>( "LOOKAROUND_POSITION" );
6605 if( position == "left" ) {
6606 if( get_option<std::string>( "SIDEBAR_POSITION" ) == "right" ) {
6608 } else {
6609 la_x = panel_manager::get_manager().get_width_left() - panel_width;
6610 }
6611 }
6612 int la_h = height;
6613 int la_w = panel_width;
6614 w_info = catacurses::newwin( la_h, la_w, point( la_x, la_y ) );
6615
6616 ui.position_from_window( w_info );
6617 } );
6618 ui->mark_resize();
6619 }
6620
6621 std::string action;
6622 input_context ctxt( "LOOK" );
6623 ctxt.set_iso( true );
6624 ctxt.register_directions();
6625 ctxt.register_action( "COORDINATE" );
6626 ctxt.register_action( "LEVEL_UP" );
6627 ctxt.register_action( "LEVEL_DOWN" );
6628 ctxt.register_action( "TOGGLE_FAST_SCROLL" );
6629 ctxt.register_action( "EXTENDED_DESCRIPTION" );
6630 ctxt.register_action( "SELECT" );
6631 if( peeking ) {
6632 ctxt.register_action( "throw_blind" );
6633 }
6634 if( !select_zone ) {
6635 ctxt.register_action( "TRAVEL_TO" );
6636 ctxt.register_action( "LIST_ITEMS" );
6637 }
6638 ctxt.register_action( "MOUSE_MOVE" );
6639 ctxt.register_action( "CENTER" );
6640
6641 ctxt.register_action( "debug_scent" );
6642 ctxt.register_action( "debug_scent_type" );
6643 ctxt.register_action( "debug_temp" );
6644 ctxt.register_action( "debug_visibility" );
6645 ctxt.register_action( "debug_lighting" );
6646 ctxt.register_action( "debug_radiation" );
6647 ctxt.register_action( "debug_submap_grid" );
6648 ctxt.register_action( "debug_hour_timer" );
6649 ctxt.register_action( "CONFIRM" );
6650 ctxt.register_action( "QUIT" );
6651 ctxt.register_action( "HELP_KEYBINDINGS" );
6652 if( use_tiles ) {
6653 ctxt.register_action( "zoom_out" );
6654 ctxt.register_action( "zoom_in" );
6655 }
6656#if defined(TILES)
6657 ctxt.register_action( "toggle_pixel_minimap" );
6658#endif // TILES
6659
6660 const int old_levz = get_levz();
6661 const int min_levz = force_3d ? -OVERMAP_DEPTH : std::max( old_levz - fov_3d_z_range,
6662 -OVERMAP_DEPTH );
6663 const int max_levz = force_3d ? OVERMAP_HEIGHT : std::min( old_levz + fov_3d_z_range,
6665
6666 m.update_visibility_cache( old_levz );
6668
6669 bool blink = true;
6671
6672 shared_ptr_fast<draw_callback_t> ter_indicator_cb;
6673
6674 if( show_window && ui ) {
6675 ui->on_redraw( [&]( const ui_adaptor & ) {
6676 werase( w_info );
6677 draw_border( w_info );
6678
6679 center_print( w_info, 0, c_white, string_format( _( "< <color_green>Look Around</color> >" ) ) );
6680
6681 std::string extended_descr_text = string_format( _( "%s - %s" ),
6682 ctxt.get_desc( "EXTENDED_DESCRIPTION" ),
6683 ctxt.get_action_name( "EXTENDED_DESCRIPTION" ) );
6684 std::string fast_scroll_text = string_format( _( "%s - %s" ),
6685 ctxt.get_desc( "TOGGLE_FAST_SCROLL" ),
6686 ctxt.get_action_name( "TOGGLE_FAST_SCROLL" ) );
6687#if defined(TILES)
6688 std::string pixel_minimap_text = string_format( _( "%s - %s" ),
6689 ctxt.get_desc( "toggle_pixel_minimap" ),
6690 ctxt.get_action_name( "toggle_pixel_minimap" ) );
6691#endif // TILES
6692
6693 center_print( w_info, getmaxy( w_info ) - 2, c_light_gray, extended_descr_text );
6694 mvwprintz( w_info, point( 1, getmaxy( w_info ) - 1 ), fast_scroll ? c_light_green : c_green,
6695 fast_scroll_text );
6696#if defined(TILES)
6697 right_print( w_info, getmaxy( w_info ) - 1, 1, pixel_minimap_option ? c_light_green : c_green,
6698 pixel_minimap_text );
6699#endif // TILES
6700
6701 int first_line = 1;
6702 const int last_line = getmaxy( w_info ) - 3;
6703 pre_print_all_tile_info( lp, w_info, first_line, last_line, cache );
6704
6705 wnoutrefresh( w_info );
6706 } );
6707 ter_indicator_cb = make_shared_fast<draw_callback_t>( [&]() {
6708 draw_look_around_cursor( lp, cache );
6709 } );
6710 add_draw_callback( ter_indicator_cb );
6711 }
6712
6713 std::optional<tripoint> zone_start;
6714 std::optional<tripoint> zone_end;
6715 bool zone_blink = false;
6716 bool zone_cursor = true;
6717 shared_ptr_fast<draw_callback_t> zone_cb = create_zone_callback( zone_start, zone_end, zone_blink,
6718 zone_cursor, is_moving_zone );
6719 add_draw_callback( zone_cb );
6720
6721 is_looking = true;
6722 const tripoint prev_offset = u.view_offset;
6723#if defined(TILES)
6724 const int prev_tileset_zoom = tileset_zoom;
6725 while( is_moving_zone && square_dist( start_point, end_point ) > 256 / get_zoom() &&
6726 get_zoom() != 4 ) {
6727 zoom_out();
6728 }
6730#endif
6731 do {
6732 u.view_offset = center - u.pos();
6733 if( select_zone ) {
6734 if( has_first_point ) {
6735 zone_start = start_point;
6736 zone_end = lp;
6737 } else {
6738 zone_start = lp;
6739 zone_end = std::nullopt;
6740 }
6741 // Actually accessed from the terrain overlay callback `zone_cb` in the
6742 // call to `ui_manager::redraw`.
6743 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6744 zone_blink = blink;
6745 }
6746
6747 if( is_moving_zone ) {
6748 zone_start = lp - ( start_point + end_point ) / 2 + start_point;
6749 zone_end = lp - ( start_point + end_point ) / 2 + end_point;
6750 // Actually accessed from the terrain overlay callback `zone_cb` in the
6751 // call to `ui_manager::redraw`.
6752 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6753 zone_blink = blink;
6754 }
6757 if( ( select_zone && has_first_point ) || is_moving_zone ) {
6758 ctxt.set_timeout( get_option<int>( "BLINK_SPEED" ) );
6759 }
6760
6761 //Wait for input
6762 // only specify a timeout here if "EDGE_SCROLL" is enabled
6763 // otherwise use the previously set timeout
6764 const tripoint edge_scroll = mouse_edge_scrolling_terrain( ctxt );
6765 const int scroll_timeout = get_option<int>( "EDGE_SCROLL" );
6766 const bool edge_scrolling = edge_scroll != tripoint_zero && scroll_timeout >= 0;
6767 if( edge_scrolling ) {
6768 action = ctxt.handle_input( scroll_timeout );
6769 } else {
6770 action = ctxt.handle_input();
6771 }
6772 if( ( action == "LEVEL_UP" || action == "LEVEL_DOWN" || action == "MOUSE_MOVE" ||
6773 ctxt.get_direction( action ) ) && ( ( select_zone && has_first_point ) || is_moving_zone ) ) {
6774 blink = true; // Always draw blink symbols when moving cursor
6775 } else if( action == "TIMEOUT" ) {
6776 blink = !blink;
6777 }
6778 if( action == "LIST_ITEMS" ) {
6780 } else if( action == "TOGGLE_FAST_SCROLL" ) {
6781 fast_scroll = !fast_scroll;
6782 } else if( action == "toggle_pixel_minimap" ) {
6784
6785 if( show_window && ui ) {
6786 ui->mark_resize();
6787 }
6788 } else if( action == "LEVEL_UP" || action == "LEVEL_DOWN" ) {
6789 if( !allow_zlev_move ) {
6790 continue;
6791 }
6792
6793 const int dz = ( action == "LEVEL_UP" ? 1 : -1 );
6794 lz = clamp( lz + dz, min_levz, max_levz );
6795 center.z = clamp( center.z + dz, min_levz, max_levz );
6796
6797 add_msg( m_debug, "levx: %d, levy: %d, levz: %d", get_levx(), get_levy(), center.z );
6798 u.view_offset.z = center.z - u.posz();
6800 } else if( action == "TRAVEL_TO" ) {
6801 if( !u.sees( lp ) ) {
6802 add_msg( _( "You can't see that destination." ) );
6803 continue;
6804 }
6805
6806 auto route = m.route( u.pos(), lp, u.get_pathfinding_settings(), u.get_path_avoid() );
6807 if( route.size() > 1 ) {
6808 route.pop_back();
6809 u.set_destination( route );
6810 } else {
6811 add_msg( m_info, _( "You can't travel there." ) );
6812 continue;
6813 }
6814 } else if( action == "debug_scent" || action == "debug_scent_type" ) {
6816 display_scent();
6817 }
6818 } else if( action == "debug_temp" ) {
6821 }
6822 } else if( action == "debug_lighting" ) {
6825 }
6826 } else if( action == "debug_transparency" ) {
6829 }
6830 } else if( action == "debug_radiation" ) {
6833 }
6834 } else if( action == "debug_submap_grid" ) {
6835 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
6836 } else if( action == "debug_hour_timer" ) {
6838 } else if( action == "EXTENDED_DESCRIPTION" ) {
6840 } else if( action == "CENTER" ) {
6841 center = u.pos();
6842 lp = u.pos();
6843 u.view_offset.z = 0;
6844 } else if( action == "MOUSE_MOVE" || action == "TIMEOUT" ) {
6845 // This block is structured this way so that edge scroll can work
6846 // whether the mouse is moving at the edge or simply stationary
6847 // at the edge. But even if edge scroll isn't in play, there's
6848 // other things for us to do here.
6849
6850 if( edge_scrolling ) {
6851 center += action == "MOUSE_MOVE" ? edge_scroll * 2 : edge_scroll;
6852 } else if( action == "MOUSE_MOVE" ) {
6853 const std::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
6854 if( mouse_pos ) {
6855 lx = mouse_pos->x;
6856 ly = mouse_pos->y;
6857 }
6858 }
6859 } else if( std::optional<tripoint> vec = ctxt.get_direction( action ) ) {
6860 if( fast_scroll ) {
6861 vec->x *= soffset;
6862 vec->y *= soffset;
6863 }
6864
6865 lx = lx + vec->x;
6866 ly = ly + vec->y;
6867 center.x = center.x + vec->x;
6868 center.y = center.y + vec->y;
6869 } else if( action == "throw_blind" ) {
6870 result.peek_action = PA_BLIND_THROW;
6871 } else if( action == "zoom_in" ) {
6872 center.x = lp.x;
6873 center.y = lp.y;
6874 zoom_in();
6876 } else if( action == "zoom_out" ) {
6877 center.x = lp.x;
6878 center.y = lp.y;
6879 zoom_out();
6881 }
6882 } while( action != "QUIT" && action != "CONFIRM" && action != "SELECT" && action != "TRAVEL_TO" &&
6883 action != "throw_blind" );
6884
6885 if( m.has_zlevels() && center.z != old_levz ) {
6886 m.invalidate_map_cache( old_levz );
6887 m.build_map_cache( old_levz );
6888 u.view_offset.z = 0;
6889 }
6890
6891 ctxt.reset_timeout();
6892 u.view_offset = prev_offset;
6893 zone_cb = nullptr;
6894 is_looking = false;
6895
6897 bVMonsterLookFire = true;
6898
6899 if( action == "CONFIRM" || action == "SELECT" ) {
6900 result.position = is_moving_zone ? zone_start : lp;
6901 }
6902
6903#if defined(TILES)
6904 if( is_moving_zone && get_zoom() != prev_tileset_zoom ) {
6905 // Reset the tileset zoom to the previous value
6906 set_zoom( prev_tileset_zoom );
6908 }
6909#endif
6910
6911 return result;
6912}
bool pixel_minimap_option
Whether to show the pixel minimap.
tripoint mouse_edge_scrolling_terrain(input_context &ctxt)
Used to implement mouse "edge scrolling".
Definition: game.cpp:2079
void set_zoom(int level)
Definition: game.cpp:7069
void draw_look_around_cursor(const tripoint &lp, const visibility_variables &cache)
Definition: game.cpp:5670
void extended_description(const tripoint &p)
Long description of (visible) things at tile.
void pre_print_all_tile_info(const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:6549
int get_zoom() const
Definition: game.cpp:7081
const visibility_variables & get_visibility_variables_cache() const
Definition: map.cpp:5750
void invalidate_map_cache(const int zlev)
Definition: map.cpp:8919
std::vector< window_panel > & get_current_layout()
Definition: panels.cpp:2167
int square_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:505
static shared_ptr_fast< game::draw_callback_t > create_zone_callback(const std::optional< tripoint > &zone_start, const std::optional< tripoint > &zone_end, const bool &zone_blink, const bool &zone_cursor, const bool &is_moving_zone=false)
Definition: game.cpp:3018
@ PA_BLIND_THROW
Definition: game.h:122
static constexpr int OVERMAP_HEIGHT
static constexpr int OVERMAP_DEPTH
int right_print(const catacurses::window &w, const int line, const int right_indent, const nc_color &FG, const std::string &text)
Definition: output.cpp:461

References _, action, add_draw_callback(), add_msg(), map::build_map_cache(), bVMonsterLookFire, c_green, c_light_gray, c_light_green, c_white, center, center_print(), clamp(), create_zone_callback(), display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), draw_border(), draw_look_around_cursor(), extended_description(), fov_3d_z_range, g, input_context::get_action_name(), input_context::get_coordinates(), panel_manager::get_current_layout(), input_context::get_desc(), input_context::get_direction(), get_levx(), get_levy(), get_levz(), panel_manager::get_manager(), Character::get_path_avoid(), Character::get_pathfinding_settings(), map::get_visibility_variables_cache(), panel_manager::get_width_left(), get_zoom(), catacurses::getmaxy(), input_context::handle_input(), map::has_zlevels(), invalidate_main_ui_adaptor(), map::invalidate_map_cache(), is_looking, MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), list_items_monsters(), m, m_debug, m_info, mark_main_ui_adaptor_resize(), mouse_edge_scrolling_terrain(), mvwprintz(), catacurses::newwin(), OVERMAP_DEPTH, OVERMAP_HEIGHT, PA_BLIND_THROW, pixel_minimap_option, Character::pos(), Character::posz(), pre_print_all_tile_info(), ui_manager::redraw(), reenter_fullscreen(), input_context::register_action(), input_context::register_directions(), input_context::reset_timeout(), right_print(), map::route(), Character::sees(), Character::set_destination(), input_context::set_iso(), input_context::set_timeout(), set_zoom(), square_dist(), string_format(), temp_exit_fullscreen(), TERMX, TERMY, tileset_zoom, toggle_debug_hour_timer(), toggle_pixel_minimap(), tripoint_zero, u, map::update_visibility_cache(), use_tiles, player::view_offset, w_pixel_minimap, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::x, tripoint::y, tripoint::z, zoom_in(), and zoom_out().

◆ look_debug()

std::optional< tripoint > game::look_debug ( )

Definition at line 5663 of file game.cpp.

5664{
5665 editmap edit;
5666 return edit.edit();
5667}
std::optional< tripoint > edit()
Definition: editmap.cpp:340

References editmap::edit().

◆ mark_main_ui_adaptor_resize()

void game::mark_main_ui_adaptor_resize ( ) const

Definition at line 2975 of file game.cpp.

2976{
2978 if( ui ) {
2979 ui->mark_resize();
2980 }
2981}

References main_ui_adaptor.

Referenced by handle_action(), look_around(), toggle_fullscreen(), and toggle_pixel_minimap().

◆ memorial()

memorial_logger & game::memorial ( )

Definition at line 2717 of file game.cpp.

2718{
2719 return *memorial_logger_ptr;
2720}

References memorial_logger_ptr.

Referenced by cleanup_at_end(), load(), save_player_data(), win(), win_screen(), and write_memorial_file().

◆ mon_info()

void game::mon_info ( const catacurses::window w,
int  hor_padding = 0 
)

Definition at line 3666 of file game.cpp.

3667{
3668 const monster_visible_info &mon_visible = u.get_mon_visible();
3669 const auto &unique_types = mon_visible.unique_types;
3670 const auto &unique_mons = mon_visible.unique_mons;
3671 const auto &dangerous = mon_visible.dangerous;
3672
3673 const int width = getmaxx( w ) - 2 * hor_padding;
3674 const int maxheight = getmaxy( w );
3675
3676 const int startrow = 0;
3677
3678 // Print the direction headings
3679 // Reminder:
3680 // 7 0 1 unique_types uses these indices;
3681 // 6 8 2 0-7 are provide by direction_from()
3682 // 5 4 3 8 is used for local monsters (for when we explain them below)
3683
3684 const std::array<std::string, 8> dir_labels = {{
3685 _( "North:" ), _( "NE:" ), _( "East:" ), _( "SE:" ),
3686 _( "South:" ), _( "SW:" ), _( "West:" ), _( "NW:" )
3687 }
3688 };
3689 std::array<int, 8> widths;
3690 for( int i = 0; i < 8; i++ ) {
3691 widths[i] = utf8_width( dir_labels[i] );
3692 }
3693 std::array<int, 8> xcoords;
3694 const std::array<int, 8> ycoords = {{ 0, 0, 1, 2, 2, 2, 1, 0 }};
3695 xcoords[0] = xcoords[4] = width / 3;
3696 xcoords[1] = xcoords[3] = xcoords[2] = ( width / 3 ) * 2;
3697 xcoords[5] = xcoords[6] = xcoords[7] = 0;
3698 //for the alignment of the 1,2,3 rows on the right edge
3699 xcoords[2] -= utf8_width( _( "East:" ) ) - utf8_width( _( "NE:" ) );
3700 for( int i = 0; i < 8; i++ ) {
3701 nc_color c = unique_types[i].empty() && unique_mons[i].empty() ? c_dark_gray
3702 : ( dangerous[i] ? c_light_red : c_light_gray );
3703 mvwprintz( w, point( xcoords[i] + hor_padding, ycoords[i] + startrow ), c, dir_labels[i] );
3704 }
3705
3706 // Print the symbols of all monsters in all directions.
3707 for( int i = 0; i < 8; i++ ) {
3708 point pr( xcoords[i] + widths[i] + 1, ycoords[i] + startrow );
3709
3710 // The list of symbols needs a space on each end.
3711 int symroom = ( width / 3 ) - widths[i] - 2;
3712 const int typeshere_npc = unique_types[i].size();
3713 const int typeshere_mon = unique_mons[i].size();
3714 const int typeshere = typeshere_mon + typeshere_npc;
3715 for( int j = 0; j < typeshere && j < symroom; j++ ) {
3716 nc_color c;
3717 std::string sym;
3718 if( symroom < typeshere && j == symroom - 1 ) {
3719 // We've run out of room!
3720 c = c_white;
3721 sym = "+";
3722 } else if( j < typeshere_npc ) {
3723 switch( unique_types[i][j]->get_attitude() ) {
3724 case NPCATT_KILL:
3725 c = c_red;
3726 break;
3727 case NPCATT_FOLLOW:
3728 c = c_light_green;
3729 break;
3730 default:
3731 c = c_pink;
3732 break;
3733 }
3734 sym = "@";
3735 } else {
3736 const mtype &mt = *unique_mons[i][j - typeshere_npc].first;
3737 c = mt.color;
3738 sym = mt.sym;
3739 }
3740 mvwprintz( w, pr, c, sym );
3741
3742 pr.x++;
3743 }
3744 }
3745
3746 // Now we print their full names!
3747 struct nearest_loc_and_cnt {
3748 int nearest_loc;
3749 int cnt;
3750 };
3751 std::map<const mtype *, nearest_loc_and_cnt> all_mons;
3752 for( int loc = 0; loc < 9; loc++ ) {
3753 for( const std::pair<const mtype *, int> &mon : unique_mons[loc] ) {
3754 const auto mon_it = all_mons.find( mon.first );
3755 if( mon_it == all_mons.end() ) {
3756 all_mons.emplace( mon.first, nearest_loc_and_cnt{ loc, mon.second } );
3757 } else {
3758 // 8 being the nearest location (local monsters)
3759 mon_it->second.nearest_loc = std::max( mon_it->second.nearest_loc, loc );
3760 mon_it->second.cnt += mon.second;
3761 }
3762 }
3763 }
3764 std::vector<std::pair<const mtype *, int>> mons_at[9];
3765 for( const std::pair<const mtype *const, nearest_loc_and_cnt> &mon : all_mons ) {
3766 mons_at[mon.second.nearest_loc].emplace_back( mon.first, mon.second.cnt );
3767 }
3768
3769 // Start printing monster names on row 4. Rows 0-2 are for labels, and row 3
3770 // is blank.
3771 point pr( hor_padding, 4 + startrow );
3772
3773 // Print monster names, starting with those at location 8 (nearby).
3774 for( int j = 8; j >= 0 && pr.y < maxheight; j-- ) {
3775 // Separate names by some number of spaces (more for local monsters).
3776 int namesep = ( j == 8 ? 2 : 1 );
3777 for( const std::pair<const mtype *, int> &mon : mons_at[j] ) {
3778 const mtype *const type = mon.first;
3779 const int count = mon.second;
3780 if( pr.y >= maxheight ) {
3781 // no space to print to anyway
3782 break;
3783 }
3784
3785 const mtype &mt = *type;
3786 std::string name = mt.nname( count );
3787 // Some languages don't have plural forms, but we want to always
3788 // omit 1.
3789 if( count != 1 ) {
3790 name = string_format( pgettext( "monster count and name", "%1$d %2$s" ),
3791 count, name );
3792 }
3793
3794 // Move to the next row if necessary. (The +2 is for the "Z ").
3795 if( pr.x + 2 + utf8_width( name ) >= width ) {
3796 pr.y++;
3797 pr.x = hor_padding;
3798 }
3799
3800 if( pr.y < maxheight ) { // Don't print if we've overflowed
3801 mvwprintz( w, pr, mt.color, mt.sym );
3802 pr.x += 2; // symbol and space
3803 nc_color danger = c_dark_gray;
3804 if( mt.difficulty >= 30 ) {
3805 danger = c_red;
3806 } else if( mt.difficulty >= 16 ) {
3807 danger = c_light_red;
3808 } else if( mt.difficulty >= 8 ) {
3809 danger = c_white;
3810 } else if( mt.agro > 0 ) {
3811 danger = c_light_gray;
3812 }
3813 mvwprintz( w, pr, danger, name );
3814 pr.x += utf8_width( name ) + namesep;
3815 }
3816 }
3817 }
3818}
@ NPCATT_KILL
Definition: npc.h:91
@ NPCATT_FOLLOW
Definition: npc.h:84
std::vector< std::pair< const mtype *, int > > unique_mons[9]
Definition: avatar.h:48
bool dangerous[8]
Definition: avatar.h:51
std::vector< npc * > unique_types[9]
Definition: avatar.h:47
Definition: mtype.h:208
std::string sym
UTF-8 encoded symbol, should be exactly one cell wide.
Definition: mtype.h:256
nc_color color
Definition: mtype.h:261
int difficulty
Definition: mtype.h:267
int agro
e.g.
Definition: mtype.h:272

References _, mtype::agro, c, c_dark_gray, c_light_gray, c_light_green, c_light_red, c_pink, c_red, c_white, mtype::color, detail::count(), monster_visible_info::dangerous, mtype::difficulty, avatar::get_mon_visible(), catacurses::getmaxx(), catacurses::getmaxy(), mvwprintz(), om_direction::name(), mtype::nname(), NPCATT_FOLLOW, NPCATT_KILL, pgettext(), string_format(), mtype::sym, type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, utf8_width(), point::x, and point::y.

◆ mon_info_update()

void game::mon_info_update ( )

Definition at line 3820 of file game.cpp.

3821{
3822 int newseen = 0;
3823 const int safe_proxy_dist = get_option<int>( "SAFEMODEPROXIMITY" );
3824 const int iProxyDist = ( safe_proxy_dist <= 0 ) ? MAX_VIEW_DISTANCE :
3825 safe_proxy_dist;
3826
3827 monster_visible_info &mon_visible = u.get_mon_visible();
3828 auto &new_seen_mon = mon_visible.new_seen_mon;
3829 auto &unique_types = mon_visible.unique_types;
3830 auto &unique_mons = mon_visible.unique_mons;
3831 auto &dangerous = mon_visible.dangerous;
3832
3833 // 7 0 1 unique_types uses these indices;
3834 // 6 8 2 0-7 are provide by direction_from()
3835 // 5 4 3 8 is used for local monsters (for when we explain them below)
3836 for( auto &t : unique_types ) {
3837 t.clear();
3838 }
3839 for( auto &m : unique_mons ) {
3840 m.clear();
3841 }
3842 std::fill( dangerous, dangerous + 8, false );
3843
3844 const tripoint view = u.pos() + u.view_offset;
3845 new_seen_mon.clear();
3846
3847 // TODO: no reason to have it static here
3848 static time_point previous_turn = calendar::start_of_cataclysm;
3849 const time_duration sm_ignored_time = time_duration::from_turns(
3850 get_option<int>( "SAFEMODEIGNORETURNS" ) );
3851
3853 monster *m = dynamic_cast<monster *>( c );
3854 npc *p = dynamic_cast<npc *>( c );
3855 const direction dir_to_mon = direction_from( view.xy(), point( c->posx(), c->posy() ) );
3856 const int mx = POSX + ( c->posx() - view.x );
3857 const int my = POSY + ( c->posy() - view.y );
3858 int index = 8;
3859 if( !is_valid_in_w_terrain( point( mx, my ) ) ) {
3860 // for compatibility with old code, see diagram below, it explains the values for index,
3861 // also might need revisiting one z-levels are in.
3862 switch( dir_to_mon ) {
3866 index = 7;
3867 break;
3869 case direction::NORTH:
3871 index = 0;
3872 break;
3876 index = 1;
3877 break;
3879 case direction::WEST:
3881 index = 6;
3882 break;
3884 case direction::CENTER:
3886 index = 8;
3887 break;
3889 case direction::EAST:
3891 index = 2;
3892 break;
3896 index = 5;
3897 break;
3899 case direction::SOUTH:
3901 index = 4;
3902 break;
3906 index = 3;
3907 break;
3908 }
3909 }
3910
3911 rule_state safemode_state = RULE_NONE;
3912 const bool safemode_empty = get_safemode().empty();
3913
3914 if( m != nullptr ) {
3915 //Safemode monster check
3916 monster &critter = *m;
3917
3918 const monster_attitude matt = critter.attitude( &u );
3919 const int mon_dist = rl_dist( u.pos(), critter.pos() );
3920 safemode_state = get_safemode().check_monster( critter.name(), critter.attitude_to( u ), mon_dist );
3921
3922 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
3923 ( MATT_ATTACK == matt || MATT_FOLLOW == matt ) ) ) {
3924 if( index < 8 && critter.sees( g->u ) ) {
3925 dangerous[index] = true;
3926 }
3927
3928 if( !safemode_empty || mon_dist <= iProxyDist ) {
3929 bool passmon = false;
3930 if( critter.ignoring > 0 ) {
3931 if( safe_mode != SAFE_MODE_ON ) {
3932 critter.ignoring = 0;
3933 } else if( ( sm_ignored_time == 0_seconds || ( critter.lastseen_turn &&
3934 *critter.lastseen_turn > calendar::turn - sm_ignored_time ) ) &&
3935 ( mon_dist > critter.ignoring / 2 || mon_dist < 6 ) ) {
3936 passmon = true;
3937 }
3938 critter.lastseen_turn = calendar::turn;
3939 }
3940
3941 if( !passmon ) {
3942 newseen++;
3943 new_seen_mon.push_back( shared_from( critter ) );
3944 }
3945 }
3946 }
3947
3948 std::vector<std::pair<const mtype *, int>> &vec = unique_mons[index];
3949 const auto mon_it = std::find_if( vec.begin(), vec.end(),
3950 [&]( const std::pair<const mtype *, int> &elem ) {
3951 return elem.first == critter.type;
3952 } );
3953 if( mon_it == vec.end() ) {
3954 vec.emplace_back( critter.type, 1 );
3955 } else {
3956 mon_it->second++;
3957 }
3958 } else if( p != nullptr ) {
3959 //Safe mode NPC check
3960
3961 const int npc_dist = rl_dist( u.pos(), p->pos() );
3962 safemode_state = get_safemode().check_monster( get_safemode().npc_type_name(), p->attitude_to( u ),
3963 npc_dist );
3964
3965 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
3966 p->get_attitude() == NPCATT_KILL ) ) {
3967 if( !safemode_empty || npc_dist <= iProxyDist ) {
3968 newseen++;
3969 }
3970 }
3971 unique_types[index].push_back( p );
3972 }
3973 }
3974
3975 if( newseen > mostseen ) {
3976 if( newseen - mostseen == 1 ) {
3977 if( !new_seen_mon.empty() ) {
3978 monster &critter = *new_seen_mon.back();
3980 string_format( _( "%s spotted!" ), critter.name() ) );
3981 if( u.has_trait( trait_id( "M_DEFENDER" ) ) && critter.type->in_species( PLANT ) ) {
3982 add_msg( m_warning, _( "We have detected a %s - an enemy of the Mycus!" ), critter.name() );
3984 u.add_effect( effect_adrenaline_mycus, 30_minutes );
3985 } else if( u.get_effect_int( effect_adrenaline_mycus ) == 1 ) {
3986 // Triffids present. We ain't got TIME to adrenaline comedown!
3987 u.add_effect( effect_adrenaline_mycus, 15_minutes );
3988 u.mod_pain( 3 ); // Does take it out of you, though
3989 add_msg( m_info, _( "Our fibers strain with renewed wrath!" ) );
3990 }
3991 }
3992 } else {
3993 //Hostile NPC
3995 _( "Hostile survivor spotted!" ) );
3996 }
3997 } else {
3999 }
4001 if( safe_mode == SAFE_MODE_ON ) {
4003 }
4004 } else if( calendar::turn > previous_turn && get_option<bool>( "AUTOSAFEMODE" ) &&
4005 newseen == 0 ) { // Auto-safe mode, but only if it's a new turn
4006 turnssincelastmon += to_turns<int>( calendar::turn - previous_turn );
4007 if( turnssincelastmon >= get_option<int>( "AUTOSAFEMODETURNS" ) && safe_mode == SAFE_MODE_OFF ) {
4009 add_msg( m_info, _( "Safe mode ON!" ) );
4010 }
4011 }
4012
4013 if( newseen == 0 && safe_mode == SAFE_MODE_STOP ) {
4015 }
4016
4017 previous_turn = calendar::turn;
4018 mostseen = newseen;
4019}
int get_effect_int(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the intensity of the matching effect.
Definition: creature.cpp:1270
virtual bool sees(const Creature &critter) const
The functions check whether this creature can see the target.
Definition: creature.cpp:204
bool cancel_activity_or_ignore_query(distraction_type type, const std::string &text)
Asks if the player wants to cancel their activity and if so cancels it.
Definition: game.cpp:1700
monster_attitude attitude(const Character *u=nullptr) const
Definition: monster.cpp:1095
std::optional< time_point > lastseen_turn
Definition: monster.h:505
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: npc.cpp:2093
rule_state check_monster(const std::string &creature_name_in, Creature::Attitude attitude_in, int proximity_in) const
bool empty() const
rule_state
Definition: enums.h:51
@ RULE_NONE
Definition: enums.h:52
static const species_id PLANT("PLANT")
static const efftype_id effect_adrenaline_mycus("adrenaline_mycus")
bool is_valid_in_w_terrain(point p)
Definition: game.cpp:286
static constexpr int MAPSIZE_X
monster_attitude
Definition: monster.h:55
@ MATT_FOLLOW
Definition: monster.h:61
@ MATT_ATTACK
Definition: monster.h:62
FMT_NOINLINE OutputIt fill(OutputIt it, size_t n, const fill_t< Char > &fill)
bool in_species(const species_id &spec) const
Definition: mtype.cpp:122

References _, ABOVECENTER, ABOVEEAST, ABOVENORTH, ABOVENORTHEAST, ABOVENORTHWEST, ABOVESOUTH, ABOVESOUTHEAST, ABOVESOUTHWEST, ABOVEWEST, Creature::add_effect(), add_msg(), monster::attitude(), monster::attitude_to(), npc::attitude_to(), BELOWCENTER, BELOWEAST, BELOWNORTH, BELOWNORTHEAST, BELOWNORTHWEST, BELOWSOUTH, BELOWSOUTHEAST, BELOWSOUTHWEST, BELOWWEST, c, cancel_activity_or_ignore_query(), CENTER, safemode::check_monster(), monster_visible_info::dangerous, direction_from(), EAST, effect_adrenaline_mycus, safemode::empty(), detail::fill(), time_duration::from_turns(), g, npc::get_attitude(), Creature::get_effect_int(), avatar::get_mon_visible(), get_safemode(), Character::get_visible_creatures(), Creature::has_effect(), Character::has_trait(), hostile_spotted_far, monster::ignoring, mtype::in_species(), is_valid_in_w_terrain(), monster::lastseen_turn, m, m_info, m_warning, MAPSIZE_X, MATT_ATTACK, MATT_FOLLOW, MAX_VIEW_DISTANCE, Character::mod_pain(), mostseen, monster::name(), monster_visible_info::new_seen_mon, NORTH, NORTHEAST, NORTHWEST, NPCATT_KILL, PLANT, Character::pos(), monster::pos(), POSX, POSY, rl_dist(), RULE_BLACKLISTED, RULE_NONE, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, Creature::sees(), set_safe_mode(), shared_from(), SOUTH, SOUTHEAST, SOUTHWEST, calendar::start_of_cataclysm, string_format(), calendar::turn, turnssincelastmon, monster::type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, player::view_offset, WEST, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by do_turn().

◆ monmove()

void game::monmove ( )
private

Definition at line 4056 of file game.cpp.

4057{
4058 cleanup_dead();
4059
4060 for( monster &critter : all_monsters() ) {
4061 // Critters in impassable tiles get pushed away, unless it's not impassable for them
4062 if( !critter.is_dead() && m.impassable( critter.pos() ) && !critter.can_move_to( critter.pos() ) ) {
4063 std::string msg = string_format( "%s can't move to its location! %s %s", critter.name(),
4064 critter.pos().to_string(), m.tername( critter.pos() ) );
4065 dbg( DL::Error ) << msg;
4066 add_msg( m_debug, msg );
4067 bool okay = false;
4068 for( const tripoint &dest : m.points_in_radius( critter.pos(), 3 ) ) {
4069 if( critter.can_move_to( dest ) && is_empty( dest ) ) {
4070 critter.setpos( dest );
4071 okay = true;
4072 break;
4073 }
4074 }
4075 if( !okay ) {
4076 // die of "natural" cause (overpopulation is natural)
4077 critter.die( nullptr );
4078 }
4079 }
4080
4081 if( !critter.is_dead() ) {
4082 critter.process_items();
4083 }
4084
4085 if( !critter.is_dead() ) {
4086 critter.process_turn();
4087 }
4088
4089 m.creature_in_field( critter );
4090 if( calendar::once_every( 1_days ) ) {
4091 if( critter.has_flag( MF_MILKABLE ) ) {
4092 critter.refill_udders();
4093 }
4094 critter.try_reproduce();
4095 }
4096 while( critter.moves > 0 && !critter.is_dead() && !critter.has_effect( effect_ridden ) ) {
4097 critter.made_footstep = false;
4098 // Controlled critters don't make their own plans
4099 if( !critter.has_effect( effect_ai_controlled ) ) {
4100 // Formulate a path to follow
4101 critter.plan();
4102 }
4103 critter.move(); // Move one square, possibly hit u
4104 critter.process_triggers();
4105 m.creature_in_field( critter );
4106 }
4107
4108 const bionic_id bio_alarm( "bio_alarm" );
4109 if( !critter.is_dead() &&
4110 u.has_active_bionic( bio_alarm ) &&
4111 u.get_power_level() >= bio_alarm->power_trigger &&
4112 rl_dist( u.pos(), critter.pos() ) <= 5 &&
4113 !critter.is_hallucination() ) {
4114 u.mod_power_level( -bio_alarm->power_trigger );
4115 add_msg( m_warning, _( "Your motion alarm goes off!" ) );
4117 _( "Your motion alarm goes off!" ) );
4118 if( u.has_effect( efftype_id( "sleep" ) ) ) {
4119 u.wake_up();
4120 }
4121 }
4122 }
4123
4124 cleanup_dead();
4125
4126 // The remaining monsters are all alive, but may be outside of the reality bubble.
4127 // If so, despawn them. This is not the same as dying, they will be stored for later and the
4128 // monster::die function is not called.
4129 for( monster &critter : all_monsters() ) {
4130 if( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
4131 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
4132 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
4133 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) {
4134 despawn_monster( critter );
4135 }
4136 }
4137
4138 // Now, do active NPCs.
4139 for( npc &guy : g->all_npcs() ) {
4140 int turns = 0;
4141 if( guy.is_mounted() ) {
4142 guy.check_mount_is_spooked();
4143 }
4144 m.creature_in_field( guy );
4145 if( !guy.has_effect( effect_npc_suspend ) ) {
4146 guy.process_turn();
4147 }
4148 while( !guy.is_dead() && guy.moves > 0 && turns < 10 &&
4149 ( !guy.in_sleep_state() || guy.activity.id() == ACT_OPERATION )
4150 ) {
4151 int moves = guy.moves;
4152 guy.move();
4153 if( moves == guy.moves ) {
4154 // Count every time we exit npc::move() without spending any moves.
4155 turns++;
4156 }
4157
4158 // Turn on debug mode when in infinite loop
4159 // It has to be done before the last turn, otherwise
4160 // there will be no meaningful debug output.
4161 if( turns == 9 ) {
4162 debugmsg( "NPC %s entered infinite loop. Turning on debug mode",
4163 guy.name );
4164 debug_mode = true;
4165 }
4166 }
4167
4168 // If we spun too long trying to decide what to do (without spending moves),
4169 // Invoke cognitive suspension to prevent an infinite loop.
4170 if( turns == 10 ) {
4171 add_msg( _( "%s faints!" ), guy.name );
4172 guy.reboot();
4173 }
4174
4175 if( !guy.is_dead() ) {
4176 guy.npc_update_body();
4177 }
4178 }
4179 cleanup_dead();
4180}
void mod_power_level(const units::energy &npower)
Definition: character.cpp:1908
units::energy get_power_level() const
Definition: character.cpp:1888
void wake_up()
Definition: avatar.cpp:958
static const activity_id ACT_OPERATION("ACT_OPERATION")
static const efftype_id effect_npc_suspend("npc_suspend")
static const efftype_id effect_ai_controlled("ai_controlled")
static constexpr int MAPSIZE_Y
@ MF_MILKABLE
Definition: mtype.h:167

References _, ACT_OPERATION, add_msg(), alert, all_monsters(), cancel_activity_or_ignore_query(), cleanup_dead(), map::creature_in_field(), dbg, debug_mode, debugmsg, despawn_monster(), effect_ai_controlled, effect_npc_suspend, effect_ridden, Error, g, Character::get_power_level(), Character::has_active_bionic(), Creature::has_effect(), map::impassable(), is_empty(), m, m_debug, m_warning, MAPSIZE_X, MAPSIZE_Y, MF_MILKABLE, Character::mod_power_level(), calendar::once_every(), map::points_in_radius(), Character::pos(), bionic_data::power_trigger, rl_dist(), string_format(), map::tername(), u, and avatar::wake_up().

Referenced by do_turn().

◆ mouse_edge_scrolling()

std::pair< tripoint, tripoint > game::mouse_edge_scrolling ( input_context ctxt,
int  speed,
const tripoint last,
bool  iso 
)
private

Definition at line 2026 of file game.cpp.

2028{
2029 const int rate = get_option<int>( "EDGE_SCROLL" );
2030 auto ret = std::make_pair( tripoint_zero, last );
2031 if( rate == -1 ) {
2032 // Fast return when the option is disabled.
2033 return ret;
2034 }
2035 // Ensure the parameters are used even if the #if below is false
2036 ( void ) ctxt;
2037 ( void ) speed;
2038 ( void ) iso;
2039#if (defined TILES || defined _WIN32 || defined WINDOWS)
2040 auto now = std::chrono::steady_clock::now();
2041 if( now < last_mouse_edge_scroll + std::chrono::milliseconds( rate ) ) {
2042 return ret;
2043 } else {
2045 }
2046 const input_event event = ctxt.get_raw_input();
2047 if( event.type == CATA_INPUT_MOUSE ) {
2048 const point threshold( projected_window_width() / 100, projected_window_height() / 100 );
2049 if( event.mouse_pos.x <= threshold.x ) {
2050 ret.first.x -= speed;
2051 if( iso ) {
2052 ret.first.y -= speed;
2053 }
2054 } else if( event.mouse_pos.x >= projected_window_width() - threshold.x ) {
2055 ret.first.x += speed;
2056 if( iso ) {
2057 ret.first.y += speed;
2058 }
2059 }
2060 if( event.mouse_pos.y <= threshold.y ) {
2061 ret.first.y -= speed;
2062 if( iso ) {
2063 ret.first.x += speed;
2064 }
2065 } else if( event.mouse_pos.y >= projected_window_height() - threshold.y ) {
2066 ret.first.y += speed;
2067 if( iso ) {
2068 ret.first.x -= speed;
2069 }
2070 }
2071 ret.second = ret.first;
2072 } else if( event.type == CATA_INPUT_TIMEOUT ) {
2073 ret.first = ret.second;
2074 }
2075#endif
2076 return ret;
2077}
@ CATA_INPUT_TIMEOUT
Definition: input.h:77
@ CATA_INPUT_MOUSE
Definition: input.h:80

References CATA_INPUT_MOUSE, CATA_INPUT_TIMEOUT, input_context::get_raw_input(), iso, last, last_mouse_edge_scroll, cata::hash64_detail::ret, tripoint_zero, point::x, and point::y.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ mouse_edge_scrolling_overmap()

tripoint game::mouse_edge_scrolling_overmap ( input_context ctxt)

This variant is suitable for the overmap.

Definition at line 2088 of file game.cpp.

2089{
2090 // overmap has no iso mode
2094 return ret.first;
2095}
std::pair< tripoint, tripoint > mouse_edge_scrolling(input_context &ctxt, int speed, const tripoint &last, bool iso)
Definition: game.cpp:2026
tripoint last_mouse_edge_scroll_vector_terrain
Definition: game.h:1068
tripoint last_mouse_edge_scroll_vector_overmap
Definition: game.h:1069

References last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, and tripoint_zero.

◆ mouse_edge_scrolling_terrain()

tripoint game::mouse_edge_scrolling_terrain ( input_context ctxt)

Used to implement mouse "edge scrolling".

Returns a tripoint which is a vector of the resulting "move", i.e. (0, 0, 0) if the mouse is not at the edge of the screen, otherwise some (x, y, 0) depending on which edges are hit. This variant adjust scrolling speed according to zoom level, making it suitable when viewing the "terrain".

Definition at line 2079 of file game.cpp.

References DEFAULT_TILESET_ZOOM, last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, tile_iso, tileset_zoom, and tripoint_zero.

Referenced by look_around().

◆ move_save_to_graveyard()

void game::move_save_to_graveyard ( const std::string &  dirname)
private

Definition at line 2469 of file game.cpp.

2470{
2471 const std::string save_dir = get_world_base_save_path();
2472 const std::string graveyard_dir = PATH_INFO::graveyarddir() + "/";
2473 const std::string graveyard_save_dir = graveyard_dir + dirname + "/";
2474 const std::string &prefix = base64_encode( u.get_save_id() ) + ".";
2475
2476 if( !assure_dir_exist( graveyard_dir ) ) {
2477 debugmsg( "could not create graveyard path '%s'", graveyard_dir );
2478 }
2479
2480 if( !assure_dir_exist( graveyard_save_dir ) ) {
2481 debugmsg( "could not create graveyard path '%s'", graveyard_save_dir );
2482 }
2483
2484 const auto save_files = get_files_from_path( prefix, save_dir );
2485 if( save_files.empty() ) {
2486 debugmsg( "could not find save files in '%s'", save_dir );
2487 }
2488
2489 for( const auto &src_path : save_files ) {
2490 const std::string dst_path = graveyard_save_dir +
2491 src_path.substr( src_path.rfind( '/' ), std::string::npos );
2492
2493 if( rename_file( src_path, dst_path ) ) {
2494 continue;
2495 }
2496
2497 debugmsg( "could not rename file '%s' to '%s'", src_path, dst_path );
2498
2499 if( remove_file( src_path ) ) {
2500 continue;
2501 }
2502
2503 debugmsg( "could not remove file '%s'", src_path );
2504 }
2505}
bool remove_file(const std::string &path)
Remove a file.
Definition: filesystem.cpp:89
bool assure_dir_exist(const std::string &path)
Create directory if it does not exist.
Definition: filesystem.cpp:48
bool rename_file(const std::string &old_path, const std::string &new_path)
Rename a file, overwriting the target.
Definition: filesystem.cpp:105
std::vector< std::string > get_files_from_path(const std::string &pattern, const std::string &root_path, const bool recursive_search, const bool match_extension)
Returns a vector of files or directories matching pattern at root_path.
Definition: filesystem.cpp:366
std::string graveyarddir()
Definition: path_info.cpp:202

References assure_dir_exist(), base64_encode(), debugmsg, get_files_from_path(), avatar::get_save_id(), get_world_base_save_path(), PATH_INFO::graveyarddir(), prefix, remove_file(), rename_file(), and u.

Referenced by cleanup_at_end().

◆ moving_vehicle_dismount()

void game::moving_vehicle_dismount ( const tripoint dest_loc)

Handles players exiting from moving vehicles.

Definition at line 5130 of file game.cpp.

5131{
5132 const optional_vpart_position vp = m.veh_at( u.pos() );
5133 if( !vp ) {
5134 debugmsg( "Tried to exit non-existent vehicle." );
5135 return;
5136 }
5137 vehicle *const veh = &vp->vehicle();
5138 if( u.pos() == dest_loc ) {
5139 debugmsg( "Need somewhere to dismount towards." );
5140 return;
5141 }
5142 tileray ray( dest_loc.xy() + point( -u.posx(), -u.posy() ) );
5143 // TODO:: make dir() const correct!
5144 const units::angle d = ray.dir();
5145 add_msg( _( "You dive from the %s." ), veh->name );
5146 m.unboard_vehicle( u.pos() );
5147 u.moves -= 200;
5148 // Dive three tiles in the direction of tox and toy
5149 fling_creature( &u, d, 30, true );
5150 // Hit the ground according to vehicle speed
5151 if( !m.has_flag( "SWIMMABLE", u.pos() ) ) {
5152 if( veh->velocity > 0 ) {
5153 fling_creature( &u, veh->face.dir(), veh->velocity / static_cast<float>( 100 ) );
5154 } else {
5155 fling_creature( &u, veh->face.dir() + 180_degrees,
5156 -( veh->velocity ) / static_cast<float>( 100 ) );
5157 }
5158 }
5159}
void fling_creature(Creature *c, const units::angle &dir, float flvel, bool controlled=false)
Flings the input creature in the given direction.
Definition: game.cpp:9746

References _, add_msg(), debugmsg, tileray::dir(), vehicle::face, fling_creature(), map::has_flag(), m, Creature::moves, vehicle::name, Character::pos(), Character::posx(), Character::posy(), u, map::unboard_vehicle(), map::veh_at(), vehicle::velocity, and tripoint::xy().

◆ natural_light_level()

float game::natural_light_level ( int  zlev) const

Definition at line 3485 of file game.cpp.

3486{
3487 // ignore while underground or above limits
3488 if( zlev > OVERMAP_HEIGHT || zlev < 0 ) {
3489 return LIGHT_AMBIENT_MINIMAL;
3490 }
3491
3492 if( latest_lightlevels[zlev] > -std::numeric_limits<float>::max() ) {
3493 // Already found the light level for now?
3494 return latest_lightlevels[zlev];
3495 }
3496
3497 float ret = LIGHT_AMBIENT_MINIMAL;
3498
3499 // Sunlight/moonlight related stuff
3501 if( !weather.lightning_active ) {
3503 } else {
3504 // Recent lightning strike has lit the area
3506 }
3507
3509
3510 // Artifact light level changes here. Even though some of these only have an effect
3511 // aboveground it is cheaper performance wise to simply iterate through the entire
3512 // list once instead of twice.
3513 float mod_ret = -1;
3514 // Each artifact change does std::max(mod_ret, new val) since a brighter end value
3515 // will trump a lower one.
3516 if( const timed_event *e = timed_events.get( TIMED_EVENT_DIM ) ) {
3517 // TIMED_EVENT_DIM slowly dims the natural sky level, then relights it.
3518 const time_duration left = e->when - calendar::turn;
3519 // TIMED_EVENT_DIM has an occurrence date of turn + 50, so the first 25 dim it,
3520 if( left > 25_turns ) {
3521 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( left - 25_turns ) ) / 25_turns );
3522 // and the last 25 scale back towards normal.
3523 } else {
3524 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( 25_turns - left ) ) / 25_turns );
3525 }
3526 }
3528 // TIMED_EVENT_ARTIFACT_LIGHT causes everywhere to become as bright as day.
3529 mod_ret = std::max<float>( ret, default_daylight_level() );
3530 }
3531 // If we had a changed light level due to an artifact event then it overwrites
3532 // the natural light level.
3533 if( mod_ret > -1 ) {
3534 ret = mod_ret;
3535 }
3536
3537 // Cap everything to our minimum light level
3538 ret = std::max<float>( LIGHT_AMBIENT_MINIMAL, ret );
3539
3540 latest_lightlevels[zlev] = ret;
3541
3542 return ret;
3543}
double default_daylight_level()
How much light is provided in full daylight.
Definition: calendar.cpp:62
float sunlight(const time_point &p, const bool vision)
Returns the current sunlight or moonlight level through the preceding functions.
Definition: calendar.cpp:199
std::array< float, OVERMAP_LAYERS > latest_lightlevels
Definition: game.h:1041
bool queued(timed_event_type type) const
timed_event * get(timed_event_type type)
weather_type_id weather_id
Definition: weather.h:193
static constexpr float LIGHT_AMBIENT_MINIMAL
Definition: lightmap.h:12
@ TIMED_EVENT_DIM
Definition: timed_event.h:22
@ TIMED_EVENT_ARTIFACT_LIGHT
Definition: timed_event.h:23

References default_daylight_level(), timed_event_manager::get(), get_weather, latest_lightlevels, left, LIGHT_AMBIENT_MINIMAL, weather_type::light_modifier, OVERMAP_HEIGHT, timed_event_manager::queued(), cata::hash64_detail::ret, sunlight(), TIMED_EVENT_ARTIFACT_LIGHT, TIMED_EVENT_DIM, timed_events, calendar::turn, and weather_manager::weather_id.

Referenced by light_level().

◆ npc_menu()

bool game::npc_menu ( npc who)

Returns true if the menu handled stuff and player shouldn't do anything else.

Perception slightly increases precision when examining NPCs' wounds Firstaid increases precision when examining NPCs' wounds

Definition at line 5261 of file game.cpp.

5262{
5263 enum choices : int {
5264 talk = 0,
5265 swap_pos,
5266 push,
5267 examine_wounds,
5268 use_item,
5269 sort_armor,
5270 attack,
5271 disarm,
5272 steal
5273 };
5274
5275 const bool obeys = debug_mode || ( who.is_player_ally() && !who.in_sleep_state() );
5276
5277 uilist amenu;
5278
5279 amenu.text = string_format( _( "What to do with %s?" ), who.disp_name() );
5280 amenu.addentry( talk, true, 't', _( "Talk" ) );
5281 amenu.addentry( swap_pos, obeys && !who.is_mounted() &&
5282 !u.is_mounted(), 's', _( "Swap positions" ) );
5283 amenu.addentry( push, obeys && !who.is_mounted(), 'p', _( "Push away" ) );
5284 amenu.addentry( examine_wounds, true, 'w', _( "Examine wounds" ) );
5285 amenu.addentry( use_item, true, 'i', _( "Use item on" ) );
5286 amenu.addentry( sort_armor, obeys, 'r', _( "Sort armor" ) );
5287 amenu.addentry( attack, true, 'a', _( "Attack" ) );
5288 if( !who.is_player_ally() ) {
5289 amenu.addentry( disarm, who.is_armed(), 'd', _( "Disarm" ) );
5290 amenu.addentry( steal, !who.is_enemy(), 'S', _( "Steal" ) );
5291 }
5292
5293 amenu.query();
5294
5295 const int choice = amenu.ret;
5296 if( choice == talk ) {
5297 who.talk_to_u();
5298 } else if( choice == swap_pos ) {
5299 if( !prompt_dangerous_tile( who.pos() ) ) {
5300 return true;
5301 }
5302 // TODO: Make NPCs protest when displaced onto dangerous crap
5303 add_msg( _( "You swap places with %s." ), who.name );
5304 swap_critters( u, who );
5305 // TODO: Make that depend on stuff
5306 u.mod_moves( -200 );
5307 } else if( choice == push ) {
5308 // TODO: Make NPCs protest when displaced onto dangerous crap
5309 tripoint oldpos = who.pos();
5310 who.move_away_from( u.pos(), true );
5311 u.mod_moves( -20 );
5312 if( oldpos != who.pos() ) {
5313 add_msg( _( "%s moves out of the way." ), who.name );
5314 } else {
5315 add_msg( m_warning, _( "%s has nowhere to go!" ), who.name );
5316 }
5317 } else if( choice == examine_wounds ) {
5318 ///\EFFECT_PER slightly increases precision when examining NPCs' wounds
5319
5320 ///\EFFECT_FIRSTAID increases precision when examining NPCs' wounds
5321 const bool precise = u.get_skill_level( skill_firstaid ) * 4 + u.per_cur >= 20;
5322 who.body_window( _( "Limbs of: " ) + who.disp_name(), true, precise, 0, 0, 0, 0.0f, 0.0f, 0.0f,
5323 0.0f, 0.0f );
5324 } else if( choice == use_item ) {
5325 static const std::string heal_string( "heal" );
5326 const auto will_accept = []( const item & it ) {
5327 const auto use_fun = it.get_use( heal_string );
5328 if( use_fun == nullptr ) {
5329 return false;
5330 }
5331
5332 const auto *actor = dynamic_cast<const heal_actor *>( use_fun->get_actor_ptr() );
5333
5334 return actor != nullptr &&
5335 actor->limb_power >= 0 &&
5336 actor->head_power >= 0 &&
5337 actor->torso_power >= 0;
5338 };
5339 item_location loc = game_menus::inv::titled_filter_menu( will_accept, u, _( "Use which item?" ) );
5340
5341 if( !loc ) {
5342 add_msg( _( "Never mind" ) );
5343 return false;
5344 }
5345 item &used = *loc;
5346 bool did_use = u.invoke_item( &used, heal_string, who.pos() );
5347 if( did_use ) {
5348 // Note: exiting a body part selection menu counts as use here
5349 u.mod_moves( -300 );
5350 }
5351 } else if( choice == sort_armor ) {
5352 show_armor_layers_ui( who );
5353 u.mod_moves( -100 );
5354 } else if( choice == attack ) {
5355 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5356 u.melee_attack( who, true );
5357 who.on_attacked( u );
5358 }
5359 } else if( choice == disarm ) {
5360 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5362 }
5363 } else if( choice == steal && query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5365 }
5366
5367 return true;
5368}
hp_part body_window(const std::string &menu_header, bool show_all, bool precise, int normal_bonus, int head_bonus, int torso_bonus, float bleed, float bite, float infect, float bandage_power, float disinfectant_power) const
Displays menu with body part hp, optionally with hp estimation after healing.
Definition: character.cpp:5715
bool in_sleep_state() const override
Definition: character.cpp:9278
void melee_attack(Creature &t, bool allow_special, const matec_id *force_technique=nullptr, bool allow_unarmed=true)
Sets up a melee attack and handles melee attack function calls.
Definition: melee.cpp:387
int per_cur
Definition: character.h:259
bool prompt_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8686
bool swap_critters(Creature &, Creature &)
Swaps positions of two creatures.
Definition: game.cpp:4756
float limb_power
How much hp to restore when healing limbs?
Definition: iuse_actor.h:1013
void talk_to_u(bool radio_contact=false)
Definition: npctalk.cpp:733
void on_attacked(const Creature &attacker)
Definition: npc.cpp:1457
void move_away_from(const tripoint &p, bool no_bash_atk=false, std::set< tripoint > *nomove=nullptr)
Definition: npcmove.cpp:2525
static const skill_id skill_firstaid("firstaid")
static void swap_pos(Creature &caster, const tripoint &target)
void try_disarm_npc(avatar &you, npc &target)
Try to disarm the NPC.
Definition: melee.cpp:2320
void try_steal_from_npc(avatar &you, npc &target)
Try to steal an item from the NPC's inventory.
Definition: melee.cpp:2396
item_location steal(avatar &you, player &victim)
Menu for stealing stuff.
item_location titled_filter_menu(item_filter filter, avatar &you, const std::string &title, const std::string &none_message="")
void push(monster &z)
Definition: monexamine.cpp:610

References _, add_msg(), uilist::addentry(), Character::body_window(), debug_mode, Character::disp_name(), Character::get_skill_level(), Character::in_sleep_state(), avatar::invoke_item(), Character::is_armed(), npc::is_enemy(), Character::is_mounted(), npc::is_player_ally(), heal_actor::limb_power, m_warning, Character::melee_attack(), Creature::mod_moves(), npc::move_away_from(), Character::name, npc::on_attacked(), Character::per_cur, Character::pos(), prompt_dangerous_tile(), monexamine::push(), uilist::query(), query_yn(), uilist::ret, show_armor_layers_ui(), skill_firstaid, game_menus::inv::steal(), string_format(), swap_critters(), swap_pos(), npc::talk_to_u(), uilist::text, game_menus::inv::titled_filter_menu(), avatar_funcs::try_disarm_npc(), avatar_funcs::try_steal_from_npc(), u, and avatar_action::use_item().

Referenced by examine().

◆ num_creatures()

size_t game::num_creatures ( ) const

Returns the approximate number of creatures in the reality bubble.

Because of performance restrictions it may return a slightly incorrect values (as it includes dead, but not yet cleaned up creatures).

Definition at line 4702 of file game.cpp.

4703{
4704 return critter_tracker->size() + active_npc.size() + 1; // 1 == g->u
4705}

References active_npc, and critter_tracker.

Referenced by display_visibility(), and fungal_effects::fungalize().

◆ on_move_effects()

void game::on_move_effects ( )

Definition at line 9704 of file game.cpp.

9705{
9706 // TODO: Move this to a character method
9707 if( !u.is_mounted() ) {
9708 const item muscle( "muscle" );
9709 for( const bionic_id &bid : u.get_bionic_fueled_with( muscle ) ) {
9710 if( u.has_active_bionic( bid ) ) {// active power gen
9711 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->fuel_efficiency );
9712 } else if( u.has_bionic( bid ) ) {// passive power gen
9713 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->passive_fuel_efficiency );
9714 }
9715 }
9716 const bionic_id bio_jointservo( "bio_jointservo" );
9718 if( u.movement_mode_is( CMM_RUN ) ) {
9720 } else {
9722 }
9723 }
9724 }
9725
9726 if( u.movement_mode_is( CMM_RUN ) ) {
9727 if( !u.can_run() ) {
9729 }
9730 }
9731
9732 // apply martial art move bonuses
9733 u.martial_arts_data->ma_onmove_effects( u );
9734
9736}
static const bionic_id bio_jointservo("bio_jointservo")
@ CMM_RUN
Definition: character.h:102
bool can_run()
source of truth of whether a Character can run
Definition: character.cpp:1253
bool movement_mode_is(character_movemode mode) const
Check against the character's current movement mode.
Definition: character.cpp:1543
std::vector< bionic_id > get_bionic_fueled_with(const item &it) const
Return bionic_id of bionics able to use it as fuel.
Definition: character.cpp:1849
bool has_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id.
Definition: character.cpp:1798
void do_ambient()
Definition: sounds.cpp:1614
constexpr quantity< value_type, energy_in_joule_tag > from_kilojoule(const value_type v)
Definition: units_energy.h:32
units::energy power_trigger
Power cost when the bionic's special effect is triggered.
Definition: bionics.h:43

References bio_jointservo, Character::can_run(), CMM_RUN, sfx::do_ambient(), units::from_kilojoule(), item::fuel_energy(), Character::get_bionic_fueled_with(), Character::has_active_bionic(), Character::has_bionic(), Character::is_mounted(), Character::martial_arts_data, Character::mod_power_level(), Character::movement_mode_is(), bionic_data::power_trigger, avatar::toggle_run_mode(), and u.

Referenced by phasing_move(), and walk_move().

◆ on_options_changed()

void game::on_options_changed ( )

Should be invoked whenever options change.

Definition at line 9738 of file game.cpp.

9739{
9740#if defined(TILES)
9741 tilecontext->on_options_changed();
9742#endif
9743 grid_tracker_ptr->on_options_changed();
9744}

References grid_tracker_ptr.

◆ open_consume_item_menu()

void game::open_consume_item_menu ( )
private

Definition at line 1495 of file handle_action.cpp.

1496{
1497 uilist as_m;
1498
1499 as_m.text = _( "What do you want to consume?" );
1500
1501 as_m.entries.emplace_back( 0, true, 'f', _( "Food" ) );
1502 as_m.entries.emplace_back( 1, true, 'd', _( "Drink" ) );
1503 as_m.entries.emplace_back( 2, true, 'm', _( "Medication" ) );
1504 as_m.query();
1505
1506 switch( as_m.ret ) {
1507 case 0:
1509 break;
1510 case 1:
1512 break;
1513 case 2:
1515 break;
1516 default:
1517 break;
1518 }
1519}
std::vector< uilist_entry > entries
Definition: ui.h:323
item_location consume_drink(player &p)
Consuming a drink item via a custom menu.
item_location consume_meds(player &p)
Consuming a medication item via a custom menu.
item_location consume_food(player &p)
Consuming a food item via a custom menu.

References _, game_menus::inv::consume_drink(), game_menus::inv::consume_food(), game_menus::inv::consume_meds(), avatar_action::eat(), uilist::entries, uilist::query(), uilist::ret, uilist::text, and u.

Referenced by handle_action().

◆ overmap_npc_move()

void game::overmap_npc_move ( )
private

Definition at line 4182 of file game.cpp.

4183{
4184 std::vector<npc *> travelling_npcs;
4185 static constexpr int move_search_radius = 600;
4186 for( auto &elem : overmap_buffer.get_npcs_near_player( move_search_radius ) ) {
4187 if( !elem ) {
4188 continue;
4189 }
4190 npc *npc_to_add = elem.get();
4191 if( ( !npc_to_add->is_active() || rl_dist( u.pos(), npc_to_add->pos() ) > SEEX * 2 ) &&
4192 npc_to_add->mission == NPC_MISSION_TRAVELLING ) {
4193 travelling_npcs.push_back( npc_to_add );
4194 }
4195 }
4196 for( auto &elem : travelling_npcs ) {
4197 if( elem->has_omt_destination() ) {
4198 if( !elem->omt_path.empty() && rl_dist( elem->omt_path.back(), elem->global_omt_location() ) > 2 ) {
4199 //recalculate path, we got distracted doing something else probably
4200 elem->omt_path.clear();
4201 }
4202 if( elem->omt_path.empty() ) {
4203 const tripoint_abs_omt &from = elem->global_omt_location();
4204 const tripoint_abs_omt &to = elem->goal;
4205 elem->omt_path = overmap_buffer.get_travel_path( elem->global_omt_location(), elem->goal,
4207 if( elem->omt_path.empty() ) {
4208 add_msg( m_debug, "%s couldn't find overmap path from %s to %s",
4209 elem->get_name(), from.to_string(), to.to_string() );
4210 elem->goal = npc::no_goal_point;
4211 elem->mission = NPC_MISSION_NULL;
4212 }
4213 } else {
4214 if( elem->omt_path.back() == elem->global_omt_location() ) {
4215 elem->omt_path.pop_back();
4216 }
4217 // TODO: fix point types
4218 elem->travel_overmap(
4219 project_to<coords::sm>( elem->omt_path.back() ).raw() );
4220 }
4221 reload_npcs();
4222 }
4223 }
4224 return;
4225}
std::vector< tripoint_abs_omt > omt_path
Route for overmap scale traveling.
Definition: character.h:1803
static constexpr tripoint_abs_omt no_goal_point
Definition: npc.h:1297
bool is_active() const
Definition: npc.cpp:2211
std::vector< tripoint_abs_omt > get_travel_path(const tripoint_abs_omt &src, const tripoint_abs_omt &dest, overmap_path_params params)
@ NPC_MISSION_NULL
Definition: npc.h:142
@ NPC_MISSION_TRAVELLING
Definition: npc.h:154
static overmap_path_params for_npc()

References add_msg(), overmap_path_params::for_npc(), overmapbuffer::get_npcs_near_player(), overmapbuffer::get_travel_path(), npc::is_active(), m_debug, npc::mission, npc::no_goal_point, NPC_MISSION_NULL, NPC_MISSION_TRAVELLING, Character::omt_path, overmap_buffer, Character::pos(), reload_npcs(), rl_dist(), SEEX, coords::coord_point< Point, Origin, Scale >::to_string(), and u.

Referenced by do_turn().

◆ peek() [1/2]

void game::peek ( )

Definition at line 5621 of file game.cpp.

5622{
5623 const std::optional<tripoint> p = choose_direction( _( "Peek where?" ), true );
5624 if( !p ) {
5625 return;
5626 }
5627
5628 if( p->z != 0 ) {
5629 const tripoint old_pos = u.pos();
5630 vertical_move( p->z, false, true );
5631
5632 if( old_pos != u.pos() ) {
5633 look_around();
5634 vertical_move( p->z * -1, false, true );
5635 }
5636 return;
5637 }
5638
5639 if( m.impassable( u.pos() + *p ) || m.obstructed_by_vehicle_rotation( u.pos(), u.pos() + *p ) ) {
5640 return;
5641 }
5642
5643 peek( u.pos() + *p );
5644}
std::optional< tripoint > choose_direction(const std::string &message, const bool allow_vertical)
Request player input of a direction, possibly including vertical component.
Definition: action.cpp:984

References _, choose_direction(), map::impassable(), look_around(), m, map::obstructed_by_vehicle_rotation(), peek(), Character::pos(), u, and vertical_move().

Referenced by handle_action(), and peek().

◆ peek() [2/2]

void game::peek ( const tripoint p)

Definition at line 5646 of file game.cpp.

5647{
5648 u.moves -= 200;
5649 tripoint prev = u.pos();
5650 u.setpos( p );
5651 tripoint center = p;
5652 const look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
5653 true );
5654 u.setpos( prev );
5655
5656 if( result.peek_action && *result.peek_action == PA_BLIND_THROW ) {
5657 item_location loc;
5658 avatar_action::plthrow( u, loc, p );
5659 }
5661}

References center, map::invalidate_map_cache(), look_around(), m, Creature::moves, PA_BLIND_THROW, avatar_action::plthrow(), Character::pos(), Character::setpos(), u, and tripoint::z.

◆ perhaps_add_random_npc()

void game::perhaps_add_random_npc ( )
private

Definition at line 11034 of file game.cpp.

11035{
11036 if( !calendar::once_every( 1_hours ) ) {
11037 return;
11038 }
11039 // Create a new NPC?
11040 // Only allow NPCs on 0 z-level, otherwise they can bug out due to lack of spots
11041 if( !get_option<bool>( "RANDOM_NPC" ) || ( !m.has_zlevels() && get_levz() != 0 ) ) {
11042 return;
11043 }
11044
11045 float density = get_option<float>( "NPC_DENSITY" );
11046 static constexpr int density_search_radius = 60;
11047 const float npc_num = overmap_buffer.get_npcs_near_player( density_search_radius ).size();
11048 if( npc_num > 0.0 ) {
11049 // 100%, 80%, 64%, 52%, 41%, 33%...
11050 density *= std::pow( 0.8f, npc_num );
11051 }
11052
11053 if( !x_in_y( density, 100 ) ) {
11054 return;
11055 }
11056 bool spawn_allowed = false;
11058 int counter = 0;
11059 while( !spawn_allowed ) {
11060 if( counter >= 10 ) {
11061 return;
11062 }
11063 static constexpr int radius_spawn_range = 120;
11064 const tripoint_abs_omt u_omt = u.global_omt_location();
11065 spawn_point = u_omt + point( rng( -radius_spawn_range, radius_spawn_range ),
11066 rng( -radius_spawn_range, radius_spawn_range ) );
11067 spawn_point.z() = 0;
11068 const oter_id oter = overmap_buffer.ter( spawn_point );
11069 // shouldn't spawn on lakes or rivers.
11070 if( !is_river_or_lake( oter ) ) {
11071 spawn_allowed = true;
11072 }
11073 counter += 1;
11074 }
11075 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
11076 tmp->randomize();
11077 std::string new_fac_id = "solo_";
11078 new_fac_id += tmp->name;
11079 // create a new "lone wolf" faction for this one NPC
11080 faction *new_solo_fac = faction_manager_ptr->add_new_faction( tmp->name, faction_id( new_fac_id ),
11081 faction_id( "no_faction" ) );
11082 tmp->set_fac( new_solo_fac ? new_solo_fac->id : faction_id( "no_faction" ) );
11083 // adds the npc to the correct overmap.
11084 // Only spawn random NPCs on z-level 0
11085 // TODO: fix point types
11086 tripoint submap_spawn = omt_to_sm_copy( spawn_point.raw() );
11087 tmp->spawn_at_sm( tripoint( submap_spawn.xy(), 0 ) );
11089 tmp->form_opinion( u );
11090 tmp->mission = NPC_MISSION_NULL;
11091 tmp->long_term_goal_action();
11092 tmp->add_new_mission( mission::reserve_random( ORIGIN_ANY_NPC, tmp->global_omt_location(),
11093 tmp->getID() ) );
11094 // This will make the new NPC active- if its nearby to the player
11095 load_npcs();
11096}
faction_id id
Definition: faction.h:82
point omt_to_sm_copy(point p)
@ ORIGIN_ANY_NPC
Definition: mission.h:46
bool is_river_or_lake(const oter_id &ter)
Definition: overmap.cpp:563

References faction_manager_ptr, get_levz(), overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), map::has_zlevels(), faction_template::id, overmapbuffer::insert_npc(), is_river_or_lake(), load_npcs(), m, NPC_MISSION_NULL, omt_to_sm_copy(), calendar::once_every(), ORIGIN_ANY_NPC, overmap_buffer, mission::reserve_random(), rng(), overmapbuffer::ter(), u, x_in_y(), and tripoint::xy().

Referenced by do_turn().

◆ phasing_move()

bool game::phasing_move ( const tripoint dest,
bool  via_ramp = false 
)

Definition at line 9436 of file game.cpp.

9437{
9438 if( dest_loc.z != u.posz() && !via_ramp ) {
9439 // No vertical phasing yet
9440 return false;
9441 }
9442
9443 //probability travel through walls but not water
9444 tripoint dest = dest_loc;
9445 // tile is impassable
9446 int tunneldist = 0;
9447 const point d( sgn( dest.x - u.posx() ), sgn( dest.y - u.posy() ) );
9448 while( m.impassable( dest ) ||
9449 ( critter_at( dest ) != nullptr && tunneldist > 0 ) ) {
9450 //add 1 to tunnel distance for each impassable tile in the line
9451 tunneldist += 1;
9452 //Being dimensionally anchored prevents quantum shenanigans.
9453 if( u.worn_with_flag( "DIMENSIONAL_ANCHOR" ) || u.has_effect_with_flag( "DIMENSIONAL_ANCHOR" ) ) {
9455 _( "You try to quantum tunnel through the barrier, but something holds you back!" ) );
9456 return false;
9457 }
9458 if( tunneldist > 24 ) {
9459 add_msg( m_info, _( "It's too dangerous to tunnel that far!" ) );
9460 return false;
9461 }
9462
9463 dest.x += d.x;
9464 dest.y += d.y;
9465 }
9466
9468
9469 if( tunneldist != 0 ) {
9470 // -1 because power_cost for the first tile was already taken up by the bionic's activation
9471 if( ( tunneldist - 1 ) * power_cost > u.get_power_level() ) {
9472 // oops, not enough energy! Tunneling costs set amount of bionic power per impassable tile
9473 if( tunneldist * power_cost > u.get_max_power_level() ) {
9474 add_msg( _( "You try to quantum tunnel through the barrier but bounce off! You don't have enough bionic power capacity to travel that far." ) );
9475 } else {
9476 add_msg( _( "You try to quantum tunnel through the barrier but are reflected! You need %s of bionic power to travel that thickness of material." ),
9477 units::display( power_cost * tunneldist ) );
9478 }
9479 return false;
9480 }
9481
9482 if( u.in_vehicle ) {
9483 m.unboard_vehicle( u.pos() );
9484 }
9485
9486 add_msg( _( "You quantum tunnel through the %d-tile wide barrier!" ), tunneldist );
9487 //tunneling costs 100 bionic power per impassable tile, but the first 100 was already drained by activation.
9488 u.mod_power_level( -( ( tunneldist - 1 ) * power_cost ) );
9489 //tunneling costs 100 moves baseline, 50 per extra tile up to a cap of 500 moves
9490 u.moves -= ( 50 + ( tunneldist * 50 ) );
9491 u.setpos( dest );
9492
9493 if( m.veh_at( u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
9494 m.board_vehicle( u.pos(), &u );
9495 }
9496
9497 u.grab( OBJECT_NONE );
9499 m.creature_on_trap( u );
9500 return true;
9501 }
9502
9503 return false;
9504}
bool worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns true if the player is wearing an item with the given flag.
Definition: character.cpp:3234
units::energy get_max_power_level() const
Definition: character.cpp:1893
bool has_effect_with_flag(const std::string &flag, body_part bp=num_bp) const
Check if creature has any effect with the given flag.
Definition: creature.cpp:1208
void on_move_effects()
Definition: game.cpp:9704
void board_vehicle(const tripoint &p, player *pl)
Definition: map.cpp:1108
constexpr int sgn(const T x)
Definition: enums.h:8
static const bionic_id bio_probability_travel("bio_probability_travel")
std::string display(const units::energy v)
Definition: units.cpp:59
units::energy power_activate
Power cost on activation.
Definition: bionics.h:37

References _, add_msg(), player::add_msg_if_player(), bio_probability_travel, map::board_vehicle(), map::creature_on_trap(), critter_at(), units::display(), Character::get_max_power_level(), Character::get_power_level(), avatar::grab(), Creature::has_effect_with_flag(), map::impassable(), Character::in_vehicle, m, m_info, Character::mod_power_level(), Creature::moves, OBJECT_NONE, on_move_effects(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), bionic_data::power_activate, Character::setpos(), sgn(), u, map::unboard_vehicle(), map::veh_at(), Character::worn_with_flag(), point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

◆ pickup() [1/2]

void game::pickup ( )
private

Definition at line 5592 of file game.cpp.

5593{
5594 const std::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Pickup where?" ),
5595 _( "There is nothing to pick up nearby." ),
5596 ACTION_PICKUP, false );
5597 if( !examp_ ) {
5598 return;
5599 }
5600 pickup( *examp_ );
5601}

References _, ACTION_PICKUP, choose_adjacent_highlight(), and pickup().

Referenced by handle_action(), and pickup().

◆ pickup() [2/2]

void game::pickup ( const tripoint p)
private

Definition at line 5603 of file game.cpp.

5604{
5605 // Highlight target
5606 shared_ptr_fast<game::draw_callback_t> hilite_cb = make_shared_fast<game::draw_callback_t>( [&]() {
5607 m.drawsq( w_terrain, p, drawsq_params().highlight( true ) );
5608 } );
5609 add_draw_callback( hilite_cb );
5610
5611 pickup::pick_up( p, 0 );
5612}

References add_draw_callback(), map::drawsq(), m, pickup::pick_up(), and w_terrain.

◆ pickup_feet()

void game::pickup_feet ( )
private

Definition at line 5614 of file game.cpp.

5615{
5616 pickup::pick_up( u.pos(), 1 );
5617}

References pickup::pick_up(), Character::pos(), and u.

Referenced by handle_action().

◆ place_critter_around() [1/2]

monster * game::place_critter_around ( const mtype_id id,
const tripoint center,
int  radius 
)

Definition at line 4650 of file game.cpp.

4651{
4652 // TODO: change this into an assert, it must never happen.
4653 if( id.is_null() ) {
4654 return nullptr;
4655 }
4656 return place_critter_around( make_shared_fast<monster>( id ), center, radius );
4657}
monster * place_critter_around(const mtype_id &id, const tripoint &center, int radius)
Definition: game.cpp:4650

References center, and place_critter_around().

Referenced by place_critter_around(), place_critter_at(), replace_stair_monsters(), and start_game().

◆ place_critter_around() [2/2]

monster * game::place_critter_around ( const shared_ptr_fast< monster > &  mon,
const tripoint center,
int  radius,
bool  forced = false 
)

Definition at line 4659 of file game.cpp.

4663{
4664 std::optional<tripoint> where;
4665 if( forced || can_place_monster( *mon, center ) ) {
4666 where = center;
4667 }
4668
4669 // This loop ensures the monster is placed as close to the center as possible,
4670 // but all places that equally far from the center have the same probability.
4671 for( int r = 1; r <= radius && !where; ++r ) {
4673 }
4674
4675 if( !where ) {
4676 return nullptr;
4677 }
4678 mon->spawn( *where );
4679 return critter_tracker->add( mon ) ? mon.get() : nullptr;
4680}
static std::optional< tripoint > choose_where_to_place_monster(const monster &mon, const tripoint_range< tripoint > &range)
Definition: game.cpp:4632
static bool can_place_monster(const monster &mon, const tripoint &p)
Definition: game.cpp:4616

References can_place_monster(), center, choose_where_to_place_monster(), critter_tracker, m, and map::points_in_radius().

◆ place_critter_at() [1/2]

monster * game::place_critter_at ( const mtype_id id,
const tripoint p 
)

Adds critters to the reality bubble, creating them if necessary.

Functions taking a id parameter will construct a monster based on that id, (with default properties). Functions taking a mon parameter will use the supplied monster instance instead (which must not be null). Note: the monster will not be upgraded by these functions, it is placed as is.

place_critter_at will place the creature exactly at the given point.

place_critter_around will place the creature around the center p within the given radius (radius 0 means only the center point is used). The chosen point will be as close to the center as possible.

place_critter_within will place the creature at a random point within that given range. (All points within have equal probability.)

Returns
All functions return null if the creature could not be placed (usually because the target is not suitable for it: may be a solid wall, or air, or already occupied by some creature). If the creature has been placed, it returns a pointer to it (which is the same as the one contained in mon).

Definition at line 4640 of file game.cpp.

4641{
4642 return place_critter_around( id, p, 0 );
4643}

References place_critter_around().

Referenced by fungal_effects::fungalize(), revive_corpse(), fungal_effects::spread_fungus_one_tile(), and update_stair_monsters().

◆ place_critter_at() [2/2]

monster * game::place_critter_at ( const shared_ptr_fast< monster > &  mon,
const tripoint p 
)

Definition at line 4645 of file game.cpp.

4646{
4647 return place_critter_around( mon, p, 0 );
4648}

References place_critter_around().

◆ place_critter_within() [1/2]

monster * game::place_critter_within ( const mtype_id id,
const tripoint_range< tripoint > &  range 
)

Definition at line 4682 of file game.cpp.

4683{
4684 // TODO: change this into an assert, it must never happen.
4685 if( id.is_null() ) {
4686 return nullptr;
4687 }
4688 return place_critter_within( make_shared_fast<monster>( id ), range );
4689}
monster * place_critter_within(const mtype_id &id, const tripoint_range< tripoint > &range)
Definition: game.cpp:4682

References place_critter_within().

Referenced by place_critter_within().

◆ place_critter_within() [2/2]

monster * game::place_critter_within ( const shared_ptr_fast< monster > &  mon,
const tripoint_range< tripoint > &  range 
)

Definition at line 4691 of file game.cpp.

4693{
4694 const std::optional<tripoint> where = choose_where_to_place_monster( *mon, range );
4695 if( !where ) {
4696 return nullptr;
4697 }
4698 mon->spawn( *where );
4699 return critter_tracker->add( mon ) ? mon.get() : nullptr;
4700}

References choose_where_to_place_monster(), and critter_tracker.

◆ place_player()

point game::place_player ( const tripoint dest)
Dexterity increases chance of avoiding cuts on sharp terrain

Definition at line 9074 of file game.cpp.

9075{
9076 const optional_vpart_position vp1 = m.veh_at( dest_loc );
9077 if( const std::optional<std::string> label = vp1.get_label() ) {
9078 add_msg( m_info, _( "Label here: %s" ), *label );
9079 }
9080 std::string signage = m.get_signage( dest_loc );
9081 if( !signage.empty() ) {
9082 if( !u.has_trait( trait_ILLITERATE ) ) {
9083 add_msg( m_info, _( "The sign says: %s" ), signage );
9084 } else {
9085 add_msg( m_info, _( "There is a sign here, but you are unable to read it." ) );
9086 }
9087 }
9088 if( m.has_graffiti_at( dest_loc ) ) {
9089 if( !u.has_trait( trait_ILLITERATE ) ) {
9090 add_msg( m_info, _( "Written here: %s" ), m.graffiti_at( dest_loc ) );
9091 } else {
9092 add_msg( m_info, _( "Something is written here, but you are unable to read it." ) );
9093 }
9094 }
9095 // TODO: Move the stuff below to a Character method so that NPCs can reuse it
9096 if( m.has_flag( "ROUGH", dest_loc ) && ( !u.in_vehicle ) && ( !u.is_mounted() ) ) {
9097 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_l" ) ) < rng( 2, 5 ) ) {
9098 add_msg( m_bad, _( "You hurt your left foot on the %s!" ),
9099 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9100 dest_loc ) );
9101 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9102 }
9103 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_r" ) ) < rng( 2, 5 ) ) {
9104 add_msg( m_bad, _( "You hurt your right foot on the %s!" ),
9105 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9106 dest_loc ) );
9107 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9108 }
9109 }
9110 ///\EFFECT_DEX increases chance of avoiding cuts on sharp terrain
9111 if( m.has_flag( "SHARP", dest_loc ) && !one_in( 3 ) && !x_in_y( 1 + u.dex_cur / 2.0, 40 ) &&
9112 ( !u.in_vehicle && !m.veh_at( dest_loc ) ) && ( !u.has_trait( trait_PARKOUR ) ||
9113 one_in( 4 ) ) && ( u.has_trait( trait_THICKSKIN ) ? !one_in( 8 ) : true ) ) {
9114 if( u.is_mounted() ) {
9115 add_msg( _( "Your %s gets cut!" ), u.mounted_creature->get_name() );
9116 u.mounted_creature->apply_damage( nullptr, bodypart_id( "torso" ), rng( 1, 10 ) );
9117 } else {
9118 const bodypart_id bp = u.get_random_body_part();
9119 if( u.deal_damage( nullptr, bp, damage_instance( DT_CUT, rng( 1, 10 ) ) ).total_damage() > 0 ) {
9120 //~ 1$s - bodypart name in accusative, 2$s is terrain name.
9121 add_msg( m_bad, _( "You cut your %1$s on the %2$s!" ),
9122 body_part_name_accusative( bp->token ),
9123 m.has_flag_ter( "SHARP", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9124 dest_loc ) );
9125 }
9126 }
9127 }
9128 if( m.has_flag( "UNSTABLE", dest_loc ) && !u.is_mounted() ) {
9129 u.add_effect( effect_bouldering, 1_turns, num_bp );
9130 } else if( u.has_effect( effect_bouldering ) ) {
9132 }
9133 if( m.has_flag_ter_or_furn( TFLAG_NO_SIGHT, dest_loc ) ) {
9134 u.add_effect( effect_no_sight, 1_turns, num_bp );
9135 } else if( u.has_effect( effect_no_sight ) ) {
9137 }
9138
9139 // If we moved out of the nonant, we need update our map data
9140 if( m.has_flag( "SWIMMABLE", dest_loc ) && u.has_effect( effect_onfire ) ) {
9141 add_msg( _( "The water puts out the flames!" ) );
9143 if( u.is_mounted() ) {
9144 monster *mon = u.mounted_creature.get();
9145 if( mon->has_effect( effect_onfire ) ) {
9147 }
9148 }
9149 }
9150
9151 if( monster *const mon_ptr = critter_at<monster>( dest_loc ) ) {
9152 // We displaced a monster. It's probably a bug if it wasn't a friendly mon...
9153 // Immobile monsters can't be displaced.
9154 monster &critter = *mon_ptr;
9155 // TODO: handling for ridden creatures other than players mount.
9156 if( !critter.has_effect( effect_ridden ) ) {
9157 if( u.is_mounted() ) {
9158 std::vector<tripoint> valid;
9159 for( const tripoint &jk : m.points_in_radius( critter.pos(), 1 ) ) {
9160 if( is_empty( jk ) ) {
9161 valid.push_back( jk );
9162 }
9163 }
9164 if( !valid.empty() ) {
9165 critter.move_to( random_entry( valid ) );
9166 add_msg( _( "You push the %s out of the way." ), critter.name() );
9167 } else {
9168 add_msg( _( "There is no room to push the %s out of the way." ), critter.name() );
9169 return u.pos().xy();
9170 }
9171 } else {
9172 critter.move_to( u.pos(), false,
9173 true ); // Force the movement even though the player is there right now.
9174 add_msg( _( "You displace the %s." ), critter.name() );
9175 }
9176 } else if( !u.has_effect( effect_riding ) ) {
9177 add_msg( _( "You cannot move the %s out of the way." ), critter.name() );
9178 return u.pos().xy();
9179 }
9180 }
9181
9182 // If the player is in a vehicle, unboard them from the current part
9183 if( u.in_vehicle ) {
9184 m.unboard_vehicle( u.pos() );
9185 }
9186 // Move the player
9187 // Start with z-level, to make it less likely that old functions (2D ones) freak out
9188 if( m.has_zlevels() && dest_loc.z != get_levz() ) {
9189 vertical_shift( dest_loc.z );
9190 }
9191
9192 if( u.is_hauling() && ( !m.can_put_items( dest_loc ) ||
9193 m.has_flag( TFLAG_DEEP_WATER, dest_loc ) ||
9194 vp1 ) ) {
9195 u.stop_hauling();
9196 }
9197 u.setpos( dest_loc );
9198 if( u.is_mounted() ) {
9199 monster *mon = u.mounted_creature.get();
9200 mon->setpos( dest_loc );
9201 mon->process_triggers();
9202 m.creature_in_field( *mon );
9203 }
9204 point submap_shift = update_map( u );
9205 // Important: don't use dest_loc after this line. `update_map` may have shifted the map
9206 // and dest_loc was not adjusted and therefore is still in the un-shifted system and probably wrong.
9207 // If you must use it you can calculate the position in the new, shifted system with
9208 // adjusted_pos = ( old_pos.x - submap_shift.x * SEEX, old_pos.y - submap_shift.y * SEEY, old_pos.z )
9209
9210 //Auto pulp or butcher and Auto foraging
9211 if( get_option<bool>( "AUTO_FEATURES" ) && mostseen == 0 && !u.is_mounted() ) {
9213
9214 const std::string forage_type = get_option<std::string>( "AUTO_FORAGING" );
9215 if( forage_type != "off" ) {
9216 const auto forage = [&]( const tripoint & pos ) {
9217 const auto &xter_t = m.ter( pos ).obj().examine;
9218 const auto &xfurn_t = m.furn( pos ).obj().examine;
9219 const bool forage_everything = forage_type == "both";
9220 const bool forage_bushes = forage_everything || forage_type == "bushes";
9221 const bool forage_trees = forage_everything || forage_type == "trees";
9222 if( xter_t == &iexamine::none && xfurn_t == &iexamine::none ) {
9223 return;
9224 } else if( ( forage_bushes && xter_t == &iexamine::shrub_marloss ) ||
9225 ( forage_bushes && xter_t == &iexamine::shrub_wildveggies ) ||
9226 ( forage_bushes && xter_t == &iexamine::harvest_ter_nectar ) ||
9227 ( forage_trees && xter_t == &iexamine::tree_marloss ) ||
9228 ( forage_trees && xter_t == &iexamine::harvest_ter ) ||
9229 ( forage_trees && xter_t == &iexamine::harvest_ter_nectar )
9230 ) {
9231 xter_t( u, pos );
9232 } else if( ( forage_everything && xfurn_t == &iexamine::harvest_furn ) ||
9233 ( forage_everything && xfurn_t == &iexamine::harvest_furn_nectar )
9234 ) {
9235 xfurn_t( u, pos );
9236 }
9237 };
9238
9239 for( auto &elem : adjacentDir ) {
9240 forage( u.pos() + direction_XY( elem ) );
9241 }
9242 }
9243
9244 const std::string pulp_butcher = get_option<std::string>( "AUTO_PULP_BUTCHER" );
9245 if( pulp_butcher == "butcher" && u.max_quality( quality_id( "BUTCHER" ) ) > INT_MIN ) {
9246 std::vector<item *> corpses;
9247
9248 for( item &it : m.i_at( u.pos() ) ) {
9249 corpses.push_back( &it );
9250 }
9251
9252 if( !corpses.empty() ) {
9253 u.assign_activity( activity_id( "ACT_BUTCHER" ), 0, true );
9254 for( item *it : corpses ) {
9255 u.activity.targets.emplace_back( map_cursor( u.pos() ), it );
9256 }
9257 }
9258 } else if( pulp_butcher == "pulp" || pulp_butcher == "pulp_adjacent" ) {
9259 const auto pulp = [&]( const tripoint & pos ) {
9260 for( const auto &maybe_corpse : m.i_at( pos ) ) {
9261 if( maybe_corpse.is_corpse() && maybe_corpse.can_revive() &&
9262 !maybe_corpse.get_mtype()->bloodType().obj().has_acid ) {
9264 u.activity.placement = m.getabs( pos );
9265 u.activity.auto_resume = true;
9266 u.activity.str_values.push_back( "auto_pulp_no_acid" );
9267 return;
9268 }
9269 }
9270 };
9271
9272 if( pulp_butcher == "pulp_adjacent" ) {
9273 for( auto &elem : adjacentDir ) {
9274 pulp( u.pos() + direction_XY( elem ) );
9275 }
9276 } else {
9277 pulp( u.pos() );
9278 }
9279 }
9280 }
9281
9282 //Autopickup
9283 if( !u.is_mounted() && get_option<bool>( "AUTO_PICKUP" ) && !u.is_hauling() &&
9284 ( !get_option<bool>( "AUTO_PICKUP_SAFEMODE" ) || mostseen == 0 ) &&
9285 ( m.has_items( u.pos() ) || get_option<bool>( "AUTO_PICKUP_ADJACENT" ) ) ) {
9286 pickup::pick_up( u.pos(), -1 );
9287 }
9288
9289 // If the new tile is a boardable part, board it
9290 if( vp1.part_with_feature( "BOARDABLE", true ) && !u.is_mounted() ) {
9291 m.board_vehicle( u.pos(), &u );
9292 }
9293
9294 // Traps!
9295 // Try to detect.
9297 if( u.is_mounted() ) {
9299 } else {
9300 m.creature_on_trap( u );
9301 }
9302 // Drench the player if swimmable
9303 if( m.has_flag( "SWIMMABLE", u.pos() ) &&
9304 !( u.is_mounted() || ( u.in_vehicle && vp1->vehicle().can_float() ) ) ) {
9305 u.drench( 40, { { bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r } }, false );
9306 }
9307
9308 // List items here
9309 if( !m.has_flag( "SEALED", u.pos() ) ) {
9310 if( get_option<bool>( "NO_AUTO_PICKUP_ZONES_LIST_ITEMS" ) ||
9311 !check_zone( zone_type_id( "NO_AUTO_PICKUP" ), u.pos() ) ) {
9312 if( u.is_blind() && !m.i_at( u.pos() ).empty() ) {
9313 add_msg( _( "There's something here, but you can't see what it is." ) );
9314 } else if( m.has_items( u.pos() ) ) {
9315 std::vector<std::string> names;
9316 std::vector<size_t> counts;
9317 std::vector<item> items;
9318 for( auto &tmpitem : m.i_at( u.pos() ) ) {
9319
9320 std::string next_tname = tmpitem.tname();
9321 std::string next_dname = tmpitem.display_name();
9322 bool by_charges = tmpitem.count_by_charges();
9323 bool got_it = false;
9324 for( size_t i = 0; i < names.size(); ++i ) {
9325 if( by_charges && next_tname == names[i] ) {
9326 counts[i] += tmpitem.charges;
9327 got_it = true;
9328 break;
9329 } else if( next_dname == names[i] ) {
9330 counts[i] += 1;
9331 got_it = true;
9332 break;
9333 }
9334 }
9335 if( !got_it ) {
9336 if( by_charges ) {
9337 names.push_back( tmpitem.tname( tmpitem.charges ) );
9338 counts.push_back( tmpitem.charges );
9339 } else {
9340 names.push_back( tmpitem.display_name( 1 ) );
9341 counts.push_back( 1 );
9342 }
9343 items.push_back( tmpitem );
9344 }
9345 if( names.size() > 10 ) {
9346 break;
9347 }
9348 }
9349 for( size_t i = 0; i < names.size(); ++i ) {
9350 if( !items[i].count_by_charges() ) {
9351 names[i] = items[i].display_name( counts[i] );
9352 } else {
9353 names[i] = items[i].tname( counts[i] );
9354 }
9355 }
9356 int and_the_rest = 0;
9357 for( size_t i = 0; i < names.size(); ++i ) {
9358 //~ number of items: "<number> <item>"
9359 std::string fmt = vgettext( "%1$d %2$s", "%1$d %2$s", counts[i] );
9360 names[i] = string_format( fmt, counts[i], names[i] );
9361 // Skip the first two.
9362 if( i > 1 ) {
9363 and_the_rest += counts[i];
9364 }
9365 }
9366 if( names.size() == 1 ) {
9367 add_msg( _( "You see here %s." ), names[0] );
9368 } else if( names.size() == 2 ) {
9369 add_msg( _( "You see here %s and %s." ), names[0], names[1] );
9370 } else if( names.size() == 3 ) {
9371 add_msg( _( "You see here %s, %s, and %s." ), names[0], names[1], names[2] );
9372 } else if( and_the_rest < 7 ) {
9373 add_msg( vgettext( "You see here %s, %s and %d more item.",
9374 "You see here %s, %s and %d more items.",
9375 and_the_rest ),
9376 names[0], names[1], and_the_rest );
9377 } else {
9378 add_msg( _( "You see here %s and many more items." ), names[0] );
9379 }
9380 }
9381 }
9382 }
9383
9384 if( ( vp1.part_with_feature( "CONTROL_ANIMAL", true ) ||
9385 vp1.part_with_feature( "CONTROLS", true ) ) && u.in_vehicle && !u.is_mounted() ) {
9386 add_msg( _( "There are vehicle controls here." ) );
9387 if( !u.has_trait( trait_id( "WAYFARER" ) ) ) {
9388 add_msg( m_info, _( "%s to drive." ), press_x( ACTION_CONTROL_VEHICLE ) );
9389 }
9390 } else if( vp1.part_with_feature( "CONTROLS", true ) && u.in_vehicle &&
9391 u.is_mounted() ) {
9392 add_msg( _( "There are vehicle controls here but you cannot reach them whilst mounted." ) );
9393 }
9394 return submap_shift;
9395}
std::string body_part_name_accusative(body_part bp, int number)
Returns the matching accusative name of the body_part token, i.e.
Definition: bodypart.cpp:331
void drench(int saturation, const body_part_set &flags, bool ignore_waterproof)
Drenches the player with water, saturation is the percent gotten wet.
Definition: suffer.cpp:1759
bool is_hauling() const
Definition: character.cpp:9142
void stop_hauling()
Definition: character.cpp:9133
bodypart_id get_random_body_part(bool main=false) const
Definition: creature.cpp:1641
void vertical_shift(int z_after)
Actual z-level movement part of vertical_move.
Definition: game.cpp:10557
bool check_zone(const zone_type_id &type, const tripoint &where) const
Definition: game.cpp:6007
std::string furnname(const tripoint &p)
Definition: map.cpp:1528
bool has_flag_ter_or_furn(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2398
bool has_graffiti_at(const tripoint &p) const
Definition: map.cpp:7940
bool has_items(const tripoint &p) const
Checks for existence of items.
Definition: map.cpp:4863
const std::string & graffiti_at(const tripoint &p) const
Definition: map.cpp:7929
bool has_flag_ter(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2388
bool can_put_items(const tripoint &p) const
Definition: map.cpp:2374
void setpos(const tripoint &p) override
Definition: monster.cpp:238
bool move_to(const tripoint &p, bool force=false, bool step_on_critter=false, float stagger_adjustment=1.0)
Attempt to move to p.
Definition: monmove.cpp:1548
void process_triggers()
Definition: monster.cpp:1221
std::optional< std::string > get_label() const
std::vector< std::string > str_values
bool auto_resume
If true, the activity will be auto-resumed next time the player attempts an identical activity.
static const efftype_id effect_riding("riding")
static const trait_id trait_ILLITERATE("ILLITERATE")
static const efftype_id effect_bouldering("bouldering")
static const trait_id trait_PARKOUR("PARKOUR")
static const efftype_id effect_no_sight("no_sight")
static const trait_id trait_THICKSKIN("THICKSKIN")
static const efftype_id effect_onfire("onfire")
point direction_XY(const direction dir)
Definition: line.cpp:433
@ TFLAG_NO_SIGHT
Definition: mapdata.h:283
@ TFLAG_DEEP_WATER
Definition: mapdata.h:301
static std::map< nameFlags, std::vector< std::string > > names
Definition: name.cpp:18
const int INDEFINITELY_LONG
A number that represents the longest possible action.
void search_surroundings(Character &who)
Search surrounding squares for traps (and maybe other things in the future).
void shrub_wildveggies(player &p, const tripoint &examp)
Definition: iexamine.cpp:3681
void shrub_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3646
void harvest_ter(player &p, const tripoint &examp)
Definition: iexamine.cpp:2118
void harvest_furn(player &p, const tripoint &examp)
Definition: iexamine.cpp:2097
void harvest_ter_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2106
void harvest_furn_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2088
void tree_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3660
string_id< zone_type > zone_type_id
Definition: type_id.h:202

References _, ACTION_CONTROL_VEHICLE, Character::activity, Creature::add_effect(), add_msg(), Character::assign_activity(), player_activity::auto_resume, map::board_vehicle(), body_part_name_accusative(), bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r, map::can_put_items(), check_zone(), map::creature_in_field(), map::creature_on_trap(), Character::deal_damage(), Character::dex_cur, direction_XY(), Character::drench(), DT_CUT, EAST, effect_bouldering, effect_no_sight, effect_onfire, effect_ridden, effect_riding, item_stack::empty(), map_data_common_t::examine, map::furn(), map::furnname(), Character::get_armor_bash(), optional_vpart_position::get_label(), get_levz(), Creature::get_random_body_part(), map::get_signage(), map::getabs(), map::graffiti_at(), iexamine::harvest_furn(), iexamine::harvest_furn_nectar(), iexamine::harvest_ter(), iexamine::harvest_ter_nectar(), Creature::has_effect(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_graffiti_at(), map::has_items(), Character::has_trait(), map::has_zlevels(), map::i_at(), Character::in_vehicle, calendar::INDEFINITELY_LONG, Character::is_blind(), is_empty(), Character::is_hauling(), Character::is_mounted(), m, m_bad, m_info, visitable< T >::max_quality(), mostseen, Character::mounted_creature, monster::move_to(), monster::name(), Name::names, iexamine::none(), NORTH, NORTHEAST, NORTHWEST, num_bp, int_id< T >::obj(), one_in(), optional_vpart_position::part_with_feature(), pickup::pick_up(), player_activity::placement, map::points_in_radius(), Character::pos(), monster::pos(), press_x(), monster::process_triggers(), random_entry(), Creature::remove_effect(), rng(), character_funcs::search_surroundings(), Character::setpos(), monster::setpos(), iexamine::shrub_marloss(), iexamine::shrub_wildveggies(), SOUTH, SOUTHEAST, SOUTHWEST, Character::stop_hauling(), player_activity::str_values, string_format(), player_activity::targets, map::ter(), map::tername(), TFLAG_DEEP_WATER, TFLAG_NO_SIGHT, trait_ILLITERATE, trait_PARKOUR, trait_THICKSKIN, iexamine::tree_marloss(), u, map::unboard_vehicle(), update_map(), map::veh_at(), vertical_shift(), vgettext(), WEST, x_in_y(), tripoint::xy(), and tripoint::z.

Referenced by place_player_overmap(), and walk_move().

◆ place_player_overmap()

void game::place_player_overmap ( const tripoint_abs_omt om_dest)

Definition at line 9397 of file game.cpp.

9398{
9399 // if player is teleporting around, they don't bring their horse with them
9400 if( u.is_mounted() ) {
9402 u.mounted_creature->remove_effect( effect_ridden );
9403 u.mounted_creature = nullptr;
9404 }
9405 // offload the active npcs.
9406 unload_npcs();
9407 for( monster &critter : all_monsters() ) {
9408 despawn_monster( critter );
9409 }
9410 if( u.in_vehicle ) {
9411 m.unboard_vehicle( u.pos() );
9412 }
9413
9415 const int minz = m.has_zlevels() ? -OVERMAP_DEPTH : get_levz();
9416 const int maxz = m.has_zlevels() ? OVERMAP_HEIGHT : get_levz();
9417 for( int z = minz; z <= maxz; z++ ) {
9418 m.clear_vehicle_list( z );
9419 }
9421 // offset because load_map expects the coordinates of the top left corner, but the
9422 // player will be centered in the middle of the map.
9423 // TODO: fix point types
9424 const tripoint map_sm_pos(
9425 project_to<coords::sm>( om_dest ).raw() + point( -HALF_MAPSIZE, -HALF_MAPSIZE ) );
9426 const tripoint player_pos( u.pos().xy(), map_sm_pos.z );
9427 load_map( map_sm_pos );
9428 load_npcs();
9429 m.spawn_monsters( true ); // Static monsters
9431 // update weather now as it could be different on the new location
9433 place_player( player_pos );
9434}
point place_player(const tripoint &dest)
Definition: game.cpp:9074
void unload_npcs()
Unloads all NPCs.
Definition: game.cpp:859
void update_overmap_seen()
Definition: game.cpp:10735
level_cache & access_cache(int zlev)
Definition: map.cpp:8839
void clear_vehicle_list(int zlev)
Definition: map.cpp:390
void clear_vehicle_cache()
Definition: map.cpp:372
std::bitset< MAPSIZE_X *MAPSIZE_Y > map_memory_seen_cache
Definition: map.h:351

References map::access_cache(), all_monsters(), map::clear_vehicle_cache(), map::clear_vehicle_list(), despawn_monster(), effect_ridden, effect_riding, get_levz(), get_weather, HALF_MAPSIZE, map::has_zlevels(), Character::in_vehicle, Character::is_mounted(), load_map(), load_npcs(), m, level_cache::map_memory_seen_cache, Character::mounted_creature, weather_manager::nextweather, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_player(), Character::pos(), Creature::remove_effect(), map::spawn_monsters(), calendar::turn, u, map::unboard_vehicle(), unload_npcs(), update_overmap_seen(), tripoint::xy(), and tripoint::z.

◆ place_vehicle_nearby()

vehicle * game::place_vehicle_nearby ( const vproto_id id,
const point_abs_omt origin,
int  min_distance,
int  max_distance,
const std::vector< std::string > &  omt_search_types = {} 
)
private

Definition at line 755 of file game.cpp.

758{
759 std::vector<std::string> search_types = omt_search_types;
760 if( search_types.empty() ) {
761 vehicle veh( id );
762 if( veh.can_float() ) {
763 search_types.push_back( "river" );
764 search_types.push_back( "lake" );
765 } else {
766 search_types.push_back( "field" );
767 search_types.push_back( "road" );
768 }
769 }
770 for( const std::string &search_type : search_types ) {
771 omt_find_params find_params;
772 find_params.must_see = false;
773 find_params.cant_see = false;
774 find_params.types.emplace_back( search_type, ot_match_type::type );
775 // find nearest road
776 find_params.min_distance = min_distance;
777 find_params.search_range = max_distance;
778 // if player spawns underground, park their car on the surface.
779 const tripoint_abs_omt omt_origin( origin, 0 );
780 for( const tripoint_abs_omt &goal : overmap_buffer.find_all( omt_origin, find_params ) ) {
781 // try place vehicle there.
782 tinymap target_map;
783 target_map.load( project_to<coords::sm>( goal ), false );
784 const tripoint tinymap_center( SEEX, SEEY, goal.z() );
785 static constexpr std::array<units::angle, 4> angles = {{
786 0_degrees, 90_degrees, 180_degrees, 270_degrees
787 }
788 };
789 vehicle *veh = target_map.add_vehicle(
790 id, tinymap_center, random_entry( angles ), rng( 50, 80 ), 0, false );
791 if( veh ) {
792 tripoint abs_local = m.getlocal( target_map.getabs( tinymap_center ) );
793 veh->sm_pos = ms_to_sm_remain( abs_local );
794 veh->pos = abs_local.xy();
796 veh->tracking_on = true;
797 target_map.save();
798 return veh;
799 }
800 }
801 }
802 return nullptr;
803}
void save()
Add currently loaded submaps (in grid) to the mapbuffer.
Definition: map.cpp:6700
vehicle * add_vehicle(const vgroup_id &type, const tripoint &p, units::angle dir, int init_veh_fuel=-1, int init_veh_status=-1, bool merge_wrecks=true)
Definition: mapgen.cpp:5633
void add_vehicle(vehicle *veh)
Add the vehicle to be tracked in the overmap.
std::vector< tripoint_abs_omt > find_all(const tripoint_abs_omt &origin, const omt_find_params &params)
Find all places with the specific overmap terrain type.
Definition: map.h:2056
point pos
Position of the vehicle inside the submap that contains the vehicle.
Definition: vehicle.h:1941
tripoint sm_pos
Submap coordinates of the currently loaded submap (see game::m) that contains this vehicle.
Definition: vehicle.h:1926
bool tracking_on
Definition: vehicle.h:2016
point ms_to_sm_remain(int &x, int &y)
static constexpr int SEEY
Standard arguments for finding overmap terrain.
std::vector< std::pair< std::string, ot_match_type > > types

References map::add_vehicle(), overmapbuffer::add_vehicle(), vehicle::can_float(), omt_find_params::cant_see, overmapbuffer::find_all(), map::getabs(), map::getlocal(), map::load(), m, omt_find_params::min_distance, ms_to_sm_remain(), omt_find_params::must_see, overmap_buffer, vehicle::pos, random_entry(), rng(), map::save(), omt_find_params::search_range, SEEX, SEEY, vehicle::sm_pos, vehicle::tracking_on, type, omt_find_params::types, and tripoint::xy().

Referenced by start_game().

◆ pre_print_all_tile_info()

void game::pre_print_all_tile_info ( const tripoint lp,
const catacurses::window w_info,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 6549 of file game.cpp.

6552{
6553 // get global area info according to look_around caret position
6554 // TODO: fix point types
6556 lp ) ) ) );
6557 // we only need the area name and then pass it to print_all_tile_info() function below
6558 const std::string area_name = cur_ter_m->get_name();
6559 print_all_tile_info( lp, w_info, area_name, 1, first_line, last_line, cache );
6560}
void print_all_tile_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:5724
point ms_to_omt_copy(point p)
coords::coord_point< tripoint, coords::origin::abs, coords::omt > tripoint_abs_omt
Definition: coordinates.h:493
std::string get_name() const
Definition: omdata.h:205

References oter_t::get_name(), map::getabs(), m, ms_to_omt_copy(), overmap_buffer, print_all_tile_info(), and overmapbuffer::ter().

Referenced by look_around().

◆ print_all_tile_info()

void game::print_all_tile_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 5724 of file game.cpp.

5729{
5730 visibility_type visibility = VIS_HIDDEN;
5731 const bool inbounds = m.inbounds( lp );
5732 if( inbounds ) {
5733 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5734 }
5735 const Creature *creature = critter_at( lp, true );
5736 switch( visibility ) {
5737 case VIS_CLEAR: {
5738 const optional_vpart_position vp = m.veh_at( lp );
5739 print_terrain_info( lp, w_look, area_name, column, line );
5740 print_fields_info( lp, w_look, column, line );
5741 print_trap_info( lp, w_look, column, line );
5742 print_creature_info( creature, w_look, column, line, last_line );
5743 print_vehicle_info( veh_pointer_or_null( vp ), vp ? vp->part_index() : -1, w_look, column, line,
5744 last_line );
5745 print_items_info( lp, w_look, column, line, last_line );
5746 print_graffiti_info( lp, w_look, column, line, last_line );
5747 }
5748 break;
5749 case VIS_BOOMER:
5750 case VIS_BOOMER_DARK:
5751 case VIS_DARK:
5752 case VIS_LIT:
5753 case VIS_HIDDEN:
5754 print_visibility_info( w_look, column, line, visibility );
5755
5756 if( creature != nullptr ) {
5757 std::vector<std::string> buf;
5758 if( u.sees_with_infrared( *creature ) ) {
5759 creature->describe_infrared( buf );
5760 } else if( u.sees_with_specials( *creature ) ) {
5761 creature->describe_specials( buf );
5762 }
5763 for( const std::string &s : buf ) {
5764 mvwprintw( w_look, point( 1, ++line ), s );
5765 }
5766 }
5767 break;
5768 }
5769 if( !inbounds ) {
5770 return;
5771 }
5772 auto this_sound = sounds::sound_at( lp );
5773 if( !this_sound.empty() ) {
5774 mvwprintw( w_look, point( 1, ++line ), _( "You heard %s from here." ), this_sound );
5775 } else {
5776 // Check other z-levels
5777 tripoint tmp = lp;
5778 for( tmp.z = -OVERMAP_DEPTH; tmp.z <= OVERMAP_HEIGHT; tmp.z++ ) {
5779 if( tmp.z == lp.z ) {
5780 continue;
5781 }
5782
5783 auto zlev_sound = sounds::sound_at( tmp );
5784 if( !zlev_sound.empty() ) {
5785 mvwprintw( w_look, point( 1, ++line ), tmp.z > lp.z ?
5786 _( "You heard %s from above." ) : _( "You heard %s from below." ), zlev_sound );
5787 }
5788 }
5789 }
5790}
bool sees_with_specials(const Creature &critter) const
Definition: character.cpp:6322
bool sees_with_infrared(const Creature &critter) const
Check whether the this player can see the other creature with infrared.
void print_fields_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:5897
void print_terrain_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
Definition: game.cpp:5821
void print_graffiti_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:5991
void print_creature_info(const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:5935
void print_vehicle_info(const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:5944
void print_items_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:5953
void print_visibility_info(const catacurses::window &w_look, int column, int &line, visibility_type visibility)
Definition: game.cpp:5792
void print_trap_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:5915
void line(map *m, const ter_id &type, point p1, point p2)
Definition: mapgen.cpp:6485
std::string sound_at(const tripoint &location)
Definition: sounds.cpp:605

References _, map::apparent_light_at(), creature, critter_at(), map::get_visibility(), map::inbounds(), line(), m, catacurses::mvwprintw(), OVERMAP_DEPTH, OVERMAP_HEIGHT, print_creature_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), print_vehicle_info(), print_visibility_info(), Character::sees_with_infrared(), Character::sees_with_specials(), sounds::sound_at(), u, map::veh_at(), veh_pointer_or_null(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, and tripoint::z.

Referenced by pre_print_all_tile_info().

◆ print_creature_info()

void game::print_creature_info ( const Creature creature,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 5935 of file game.cpp.

5937{
5938 int vLines = last_line - line;
5939 if( creature != nullptr && ( u.sees( *creature ) || creature == &u ) ) {
5940 line = creature->print_info( w_look, ++line, vLines, column );
5941 }
5942}

References creature, line(), Character::sees(), and u.

Referenced by print_all_tile_info().

◆ print_fields_info()

void game::print_fields_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 5897 of file game.cpp.

5899{
5900 const field &tmpfield = m.field_at( lp );
5901 for( auto &fld : tmpfield ) {
5902 const field_entry &cur = fld.second;
5903 if( fld.first.obj().has_fire && ( m.has_flag( TFLAG_FIRE_CONTAINER, lp ) ||
5904 m.ter( lp ) == t_pit_shallow || m.ter( lp ) == t_pit ) ) {
5905 const int max_width = getmaxx( w_look ) - column - 2;
5906 int lines = fold_and_print( w_look, point( column, ++line ), max_width, cur.color(),
5907 get_fire_fuel_string( lp ) ) - 1;
5908 line += lines;
5909 } else {
5910 mvwprintz( w_look, point( column, ++line ), cur.color(), cur.name() );
5911 }
5912 }
5913}
An active or passive effect existing on a tile.
Definition: field.h:20
nc_color color() const
Definition: field.cpp:94
std::string name() const
Definition: field.h:84
A variable sized collection of field entries on a given map square.
Definition: field.h:131
ter_id t_pit_shallow
Definition: mapdata.cpp:627
ter_id t_pit
Definition: mapdata.cpp:627

References field_entry::color(), map::field_at(), fold_and_print(), get_fire_fuel_string(), catacurses::getmaxx(), map::has_flag(), line(), m, mvwprintz(), field_entry::name(), t_pit, t_pit_shallow, map::ter(), and TFLAG_FIRE_CONTAINER.

Referenced by print_all_tile_info().

◆ print_graffiti_info()

void game::print_graffiti_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 5991 of file game.cpp.

5994{
5995 if( line > last_line ) {
5996 return;
5997 }
5998
5999 const int max_width = getmaxx( w_look ) - column - 2;
6000 if( m.has_graffiti_at( lp ) ) {
6001 fold_and_print( w_look, point( column, ++line ), max_width, c_light_gray,
6002 m.ter( lp ) == t_grave_new ? _( "Graffiti: %s" ) : _( "Inscription: %s" ),
6003 m.graffiti_at( lp ) );
6004 }
6005}
ter_id t_grave_new
Definition: mapdata.cpp:627

References _, c_light_gray, fold_and_print(), catacurses::getmaxx(), map::graffiti_at(), map::has_graffiti_at(), line(), m, t_grave_new, and map::ter().

Referenced by print_all_tile_info().

◆ print_items_info()

void game::print_items_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 5953 of file game.cpp.

5957{
5958 if( !m.sees_some_items( lp, u ) ) {
5959 return;
5960 } else if( m.has_flag( "CONTAINER", lp ) && !m.could_see_items( lp, u ) ) {
5961 mvwprintw( w_look, point( column, ++line ), _( "You cannot see what is inside of it." ) );
5962 } else if( u.has_effect( effect_blind ) || u.worn_with_flag( "BLIND" ) ) {
5963 mvwprintz( w_look, point( column, ++line ), c_yellow,
5964 _( "There's something there, but you can't see what it is." ) );
5965 return;
5966 } else {
5967 std::map<std::string, int> item_names;
5968 for( auto &item : m.i_at( lp ) ) {
5969 ++item_names[item.tname()];
5970 }
5971
5972 const int max_width = getmaxx( w_look ) - column - 1;
5973 for( auto it = item_names.begin(); it != item_names.end(); ++it ) {
5974 // last line but not last item
5975 if( line + 1 >= last_line && std::next( it ) != item_names.end() ) {
5976 mvwprintz( w_look, point( column, ++line ), c_yellow, _( "More items here…" ) );
5977 break;
5978 }
5979
5980 if( it->second > 1 ) {
5981 trim_and_print( w_look, point( column, ++line ), max_width, c_white,
5982 pgettext( "%s is the name of the item. %d is the quantity of that item.", "%s [%d]" ),
5983 it->first.c_str(), it->second );
5984 } else {
5985 trim_and_print( w_look, point( column, ++line ), max_width, c_white, it->first );
5986 }
5987 }
5988 }
5989}
bool could_see_items(const tripoint &p, const Creature &who) const
Check if the creature could see items at p if there were any items.
Definition: map.cpp:4839
static const efftype_id effect_blind("blind")

References _, c_white, c_yellow, map::could_see_items(), effect_blind, catacurses::getmaxx(), Creature::has_effect(), map::has_flag(), map::i_at(), line(), m, catacurses::mvwprintw(), mvwprintz(), pgettext(), map::sees_some_items(), item::tname(), trim_and_print(), u, and Character::worn_with_flag().

Referenced by print_all_tile_info().

◆ print_terrain_info()

void game::print_terrain_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line 
)
private

Definition at line 5821 of file game.cpp.

5824{
5825 const int max_width = getmaxx( w_look ) - column - 1;
5826 int lines;
5827
5828 const auto fmt_tile_info = []( const tripoint & lp ) {
5829 map &here = get_map();
5830 std::string ret;
5831 if( debug_mode ) {
5832 ret += lp.to_string();
5833 ret += "\n";
5834 }
5835 ret += here.tername( lp );
5837 ret += colorize( string_format( " [%s]", here.ter( lp )->id ), c_light_blue );
5838 }
5839 if( here.has_furn( lp ) ) {
5840 ret += string_format( "; %s", here.furnname( lp ) );
5842 ret += colorize( string_format( " [%s]", here.furn( lp )->id ), c_light_blue );
5843 }
5844 }
5845 return ret;
5846 };
5847
5848 std::string tile = string_format( "(%s) %s", area_name, fmt_tile_info( lp ) );
5849
5850 if( m.impassable( lp ) ) {
5851 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
5852 _( "%s; Impassable" ),
5853 tile );
5854 } else {
5855 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
5856 _( "%s; Movement cost %d" ),
5857 tile, m.move_cost( lp ) * 50 );
5858
5859 const auto ll = get_light_level( std::max( 1.0,
5860 LIGHT_AMBIENT_LIT - m.ambient_light_at( lp ) + 1.0 ) );
5861 mvwprintw( w_look, point( column, ++lines ), _( "Lighting: " ) );
5862 wprintz( w_look, ll.second, ll.first );
5863 }
5864
5865 std::string signage = m.get_signage( lp );
5866 if( !signage.empty() ) {
5867 trim_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5868 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
5869 u.has_trait( trait_ILLITERATE ) ? _( "Sign: ???" ) : _( "Sign: %s" ), signage );
5870 }
5871
5872 if( m.has_zlevels() && lp.z > -OVERMAP_DEPTH && !m.has_floor( lp ) ) {
5873 // Print info about stuff below
5874 tripoint below( lp.xy(), lp.z - 1 );
5875 std::string tile_below = fmt_tile_info( below );
5876
5877 if( !m.has_floor_or_support( lp ) ) {
5878 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5879 _( "Below: %s; No support" ),
5880 tile_below );
5881 } else {
5882 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5883 _( "Below: %s; Walkable" ),
5884 tile_below );
5885 }
5886 }
5887
5888 int map_features = fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5889 m.features( lp ) );
5890 fold_and_print( w_look, point( column, ++lines ), max_width, c_light_gray, _( "Coverage: %d%%" ),
5891 m.coverage( lp ) );
5892 if( line < lines ) {
5893 line = lines + map_features - 1;
5894 }
5895}
bool has_floor_or_support(const tripoint &p) const
Definition: map.cpp:2115
float ambient_light_at(const tripoint &p) const
Definition: lightmap.cpp:681
std::string features(const tripoint &p)
Definition: map.cpp:1773
int coverage(const tripoint &p) const
Returns coverage value of the tile.
Definition: map.cpp:6349
static constexpr float LIGHT_AMBIENT_LIT
Definition: lightmap.h:18
std::pair< std::string, nc_color > get_light_level(const float light)
Definition: output.cpp:1621
furn_str_id id
Definition: mapdata.h:500
ter_str_id id
Definition: mapdata.h:465

References _, map::ambient_light_at(), c_dark_gray, c_light_blue, c_light_gray, colorize(), map::coverage(), debug_mode, display_object_ids, map::features(), fold_and_print(), map::furn(), map::furnname(), get_light_level(), get_map, map::get_signage(), catacurses::getmaxx(), map::has_floor(), map::has_floor_or_support(), map::has_furn(), Character::has_trait(), map::has_zlevels(), ter_t::id, furn_t::id, map::impassable(), LIGHT_AMBIENT_LIT, line(), m, map::move_cost(), catacurses::mvwprintw(), OVERMAP_DEPTH, cata::hash64_detail::ret, string_format(), map::ter(), map::tername(), tripoint::to_string(), trait_ILLITERATE, trim_and_print(), u, wprintz(), tripoint::xy(), and tripoint::z.

Referenced by print_all_tile_info().

◆ print_trap_info()

void game::print_trap_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 5915 of file game.cpp.

5918{
5919 const trap &tr = m.tr_at( lp );
5920 if( tr.can_see( lp, u ) ) {
5921 partial_con *pc = m.partial_con_at( lp );
5922 std::string tr_name;
5923 if( pc && tr.loadid == tr_unfinished_construction ) {
5924 const construction &built = pc->id.obj();
5925 tr_name = string_format( _( "Unfinished task: %s, %d%% complete" ), built.group->name(),
5926 pc->counter / 100000 );
5927 } else {
5928 tr_name = tr.name();
5929 }
5930
5931 mvwprintz( w_look, point( column, ++line ), tr.color, tr_name );
5932 }
5933}
partial_con * partial_con_at(const tripoint &p)
Definition: map.cpp:5246
static const trap_str_id tr_unfinished_construction("tr_unfinished_construction")
std::string name() const
construction_group_str_id group
Definition: construction.h:50
construction_id id
nc_color color
Definition: trap.h:93

References _, trap::can_see(), trap::color, partial_con::counter, construction::group, partial_con::id, line(), trap::loadid, m, mvwprintz(), construction_group::name(), trap::name(), int_id< T >::obj(), map::partial_con_at(), string_format(), map::tr_at(), tr_unfinished_construction, and u.

Referenced by print_all_tile_info().

◆ print_vehicle_info()

void game::print_vehicle_info ( const vehicle veh,
int  veh_part,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 5944 of file game.cpp.

5946{
5947 if( veh ) {
5948 mvwprintw( w_look, point( column, ++line ), _( "There is a %s there. Parts:" ), veh->name );
5949 line = veh->print_part_list( w_look, ++line, last_line, getmaxx( w_look ), veh_part );
5950 }
5951}
int print_part_list(const catacurses::window &win, int y1, int max_y, int width, int p, int hl=-1, bool detail=false) const
Prints a list of all parts to the screen inside of a boxed window, possibly highlighting a selected o...

References _, catacurses::getmaxx(), line(), catacurses::mvwprintw(), vehicle::name, and vehicle::print_part_list().

Referenced by print_all_tile_info().

◆ print_visibility_info()

void game::print_visibility_info ( const catacurses::window w_look,
int  column,
int &  line,
visibility_type  visibility 
)
private

Definition at line 5792 of file game.cpp.

5794{
5795 const char *visibility_message = nullptr;
5796 switch( visibility ) {
5797 case VIS_CLEAR:
5798 visibility_message = _( "Clearly visible." );
5799 break;
5800 case VIS_BOOMER:
5801 visibility_message = _( "A bright pink blur." );
5802 break;
5803 case VIS_BOOMER_DARK:
5804 visibility_message = _( "A pink blur." );
5805 break;
5806 case VIS_DARK:
5807 visibility_message = _( "Darkness." );
5808 break;
5809 case VIS_LIT:
5810 visibility_message = _( "Bright light." );
5811 break;
5812 case VIS_HIDDEN:
5813 visibility_message = _( "Unseen." );
5814 break;
5815 }
5816
5817 mvwprintw( w_look, point( line, column ), visibility_message );
5818 line += 2;
5819}

References _, line(), catacurses::mvwprintw(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, and VIS_LIT.

Referenced by print_all_tile_info().

◆ process_activity()

void game::process_activity ( )
private

Definition at line 1650 of file game.cpp.

1651{
1652 if( !u.activity ) {
1653 return;
1654 }
1655
1656 while( u.moves > 0 && u.activity ) {
1657 u.activity.do_turn( u );
1658 }
1659}
void do_turn(player &p)
Performs the activity for a single turn.

References Character::activity, player_activity::do_turn(), Creature::moves, and u.

Referenced by do_turn().

◆ process_artifact()

void game::process_artifact ( item it,
player p 
)

Definition at line 11307 of file game.cpp.

11308{
11309 const bool worn = p.is_worn( it );
11310 const bool wielded = ( &it == &p.weapon );
11311 std::vector<art_effect_passive> effects = it.type->artifact->effects_carried;
11312 if( worn ) {
11313 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_worn;
11314 effects.insert( effects.end(), ew.begin(), ew.end() );
11315 }
11316 if( wielded ) {
11317 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_wielded;
11318 effects.insert( effects.end(), ew.begin(), ew.end() );
11319 }
11320
11321 if( it.is_tool() ) {
11322 // Recharge it if necessary
11323 if( it.ammo_remaining() < it.ammo_capacity() && calendar::once_every( 1_minutes ) ) {
11324 //Before incrementing charge, check that any extra requirements are met
11325 if( check_art_charge_req( it ) ) {
11326 switch( it.type->artifact->charge_type ) {
11327 case ARTC_NULL:
11328 case NUM_ARTCS:
11329 break; // dummy entries
11330 case ARTC_TIME:
11331 // Once per hour
11332 if( calendar::once_every( 1_hours ) ) {
11333 it.charges++;
11334 }
11335 break;
11336 case ARTC_SOLAR:
11337 if( calendar::once_every( 10_minutes ) &&
11338 is_in_sunlight( p.pos() ) ) {
11339 it.charges++;
11340 }
11341 break;
11342 // Artifacts can inflict pain even on Deadened folks.
11343 // Some weird Lovecraftian thing. ;P
11344 // (So DON'T route them through mod_pain!)
11345 case ARTC_PAIN:
11346 if( calendar::once_every( 1_minutes ) ) {
11347 add_msg( m_bad, _( "You suddenly feel sharp pain for no reason." ) );
11348 p.mod_pain_noresist( 3 * rng( 1, 3 ) );
11349 it.charges++;
11350 }
11351 break;
11352 case ARTC_HP:
11353 if( calendar::once_every( 1_minutes ) ) {
11354 add_msg( m_bad, _( "You feel your body decaying." ) );
11355 p.hurtall( 1, nullptr );
11356 it.charges++;
11357 }
11358 break;
11359 case ARTC_FATIGUE:
11360 if( calendar::once_every( 1_minutes ) ) {
11361 add_msg( m_bad, _( "You feel fatigue seeping into your body." ) );
11362 u.mod_fatigue( 3 * rng( 1, 3 ) );
11363 u.mod_stamina( -90 * rng( 1, 3 ) * rng( 1, 3 ) * rng( 2, 3 ) );
11364 it.charges++;
11365 }
11366 break;
11367 // Portals are energetic enough to charge the item.
11368 // Tears in reality are consumed too, but can't charge it.
11369 case ARTC_PORTAL:
11370 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11371 m.remove_field( dest, fd_fatigue );
11372 if( m.tr_at( dest ).loadid == tr_portal ) {
11373 add_msg( m_good, _( "The portal collapses!" ) );
11374 m.remove_trap( dest );
11375 it.charges++;
11376 break;
11377 }
11378 }
11379 break;
11380 }
11381 }
11382 }
11383 }
11384
11385 for( const art_effect_passive &i : effects ) {
11386 switch( i ) {
11387 case AEP_STR_UP:
11388 p.mod_str_bonus( +4 );
11389 break;
11390 case AEP_DEX_UP:
11391 p.mod_dex_bonus( +4 );
11392 break;
11393 case AEP_PER_UP:
11394 p.mod_per_bonus( +4 );
11395 break;
11396 case AEP_INT_UP:
11397 p.mod_int_bonus( +4 );
11398 break;
11399 case AEP_ALL_UP:
11400 p.mod_str_bonus( +2 );
11401 p.mod_dex_bonus( +2 );
11402 p.mod_per_bonus( +2 );
11403 p.mod_int_bonus( +2 );
11404 break;
11405 case AEP_SPEED_UP:
11406 // Handled in player::current_speed()
11407 break;
11408
11409 case AEP_PBLUE:
11410 if( p.get_rad() > 0 ) {
11411 p.mod_rad( -1 );
11412 }
11413 break;
11414
11415 case AEP_SMOKE:
11416 if( one_in( 10 ) ) {
11417 tripoint pt( p.posx() + rng( -1, 1 ),
11418 p.posy() + rng( -1, 1 ),
11419 p.posz() );
11420 m.add_field( pt, fd_smoke, rng( 1, 3 ) );
11421 }
11422 break;
11423
11424 case AEP_SNAKES:
11425 break; // Handled in player::hit()
11426
11427 case AEP_EXTINGUISH:
11428 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11429 m.mod_field_age( dest, fd_fire, -1_turns );
11430 }
11431 break;
11432
11433 case AEP_FUN:
11434 //Bonus fluctuates, wavering between 0 and 30-ish - usually around 12
11435 p.add_morale( MORALE_FEELING_GOOD, rng( 1, 2 ) * rng( 2, 3 ), 0, 3_turns, 0_turns, false );
11436 break;
11437
11438 case AEP_HUNGER:
11439 if( one_in( 100 ) ) {
11440 p.mod_stored_kcal( -10 );
11441 }
11442 break;
11443
11444 case AEP_THIRST:
11445 if( one_in( 120 ) ) {
11446 p.mod_thirst( 1 );
11447 }
11448 break;
11449
11450 case AEP_EVIL:
11451 if( one_in( 150 ) ) { // Once every 15 minutes, on average
11452 p.add_effect( effect_evil, 30_minutes );
11453 if( it.is_armor() ) {
11454 if( !worn ) {
11455 add_msg( _( "You have an urge to wear the %s." ),
11456 it.tname() );
11457 }
11458 } else if( !wielded ) {
11459 add_msg( _( "You have an urge to wield the %s." ),
11460 it.tname() );
11461 }
11462 }
11463 break;
11464
11465 case AEP_SCHIZO:
11466 break; // Handled in player::suffer()
11467
11468 case AEP_RADIOACTIVE:
11469 if( one_in( 4 ) ) {
11470 p.irradiate( 1.0f );
11471 }
11472 break;
11473
11474 case AEP_STR_DOWN:
11475 p.mod_str_bonus( -3 );
11476 break;
11477
11478 case AEP_DEX_DOWN:
11479 p.mod_dex_bonus( -3 );
11480 break;
11481
11482 case AEP_PER_DOWN:
11483 p.mod_per_bonus( -3 );
11484 break;
11485
11486 case AEP_INT_DOWN:
11487 p.mod_int_bonus( -3 );
11488 break;
11489
11490 case AEP_ALL_DOWN:
11491 p.mod_str_bonus( -2 );
11492 p.mod_dex_bonus( -2 );
11493 p.mod_per_bonus( -2 );
11494 p.mod_int_bonus( -2 );
11495 break;
11496
11497 case AEP_SPEED_DOWN:
11498 break; // Handled in player::current_speed()
11499
11500 default:
11501 //Suppress warnings
11502 break;
11503 }
11504 }
11505 // Recalculate, as it might have changed (by mod_*_bonus above)
11506 p.str_cur = p.get_str();
11507 p.int_cur = p.get_int();
11508 p.dex_cur = p.get_dex();
11509 p.per_cur = p.get_per();
11510}
@ ARTC_PORTAL
Definition: artifact.h:69
@ ARTC_FATIGUE
Definition: artifact.h:68
@ ARTC_NULL
Definition: artifact.h:63
@ ARTC_SOLAR
Definition: artifact.h:65
@ NUM_ARTCS
Definition: artifact.h:70
@ ARTC_HP
Definition: artifact.h:67
@ ARTC_TIME
Definition: artifact.h:64
@ ARTC_PAIN
Definition: artifact.h:66
virtual void mod_per_bonus(int nper)
Definition: character.cpp:4175
virtual void mod_dex_bonus(int ndex)
Definition: character.cpp:4170
int str_cur
Definition: character.h:256
void mod_rad(int mod)
Definition: character.cpp:7042
virtual int get_dex() const
Definition: character.cpp:4059
virtual void mod_stored_kcal(int nkcal)
Modifiers for need values exclusive to characters.
Definition: character.cpp:4290
bool is_worn(const item &thing) const
Definition: character.h:1086
virtual int get_int() const
Definition: character.cpp:4067
virtual void mod_fatigue(int nfatigue)
Definition: character.cpp:4421
virtual void mod_str_bonus(int nstr)
Definition: character.cpp:4165
int int_cur
Definition: character.h:258
int get_rad() const
Definition: character.cpp:7032
void add_morale(const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
Definition: character.cpp:9049
virtual int get_per() const
Definition: character.cpp:4063
void mod_stamina(int mod)
Definition: character.cpp:7071
void hurtall(int dam, Creature *source, bool disturb=true)
Hurts all body parts for dam, no armor reduction.
Definition: character.cpp:8619
bool irradiate(float rads, bool bypass=false)
Handles mitigation and application of radiation.
Definition: suffer.cpp:1536
virtual void mod_int_bonus(int nint)
Definition: character.cpp:4180
virtual void mod_pain_noresist(int npain)
Definition: creature.cpp:1372
bool is_in_sunlight(const tripoint &p)
Returns true if p is outdoors and it is sunny.
Definition: game.cpp:4832
bool is_tool() const
Definition: item.cpp:6953
int charges
Definition: item.h:2196
bool is_armor() const
Definition: item.cpp:6704
bool add_field(const tripoint &p, const field_type_id &type_id, int intensity=INT_MAX, const time_duration &age=0_turns, bool hit_player=true)
Add field entry at point, or set intensity if present.
Definition: map.cpp:5501
time_duration mod_field_age(const tripoint &p, const field_type_id &type, const time_duration &offset)
Increment/decrement age of field entry at point.
Definition: map.cpp:5421
void remove_trap(const tripoint &p)
Definition: map.cpp:5366
art_effect_passive
Definition: enums.h:99
@ AEP_EXTINGUISH
Definition: enums.h:114
field_type_id fd_smoke
Definition: field_type.cpp:346
field_type_id fd_fatigue
Definition: field_type.cpp:354
static const efftype_id effect_evil("evil")
static const trap_str_id tr_portal("tr_portal")
const morale_type MORALE_FEELING_GOOD("morale_feeling_good")

References _, Creature::add_effect(), map::add_field(), Character::add_morale(), add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_EXTINGUISH, AEP_FUN, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_RADIOACTIVE, AEP_SCHIZO, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STR_DOWN, AEP_STR_UP, AEP_THIRST, item::ammo_capacity(), item::ammo_remaining(), ARTC_FATIGUE, ARTC_HP, ARTC_NULL, ARTC_PAIN, ARTC_PORTAL, ARTC_SOLAR, ARTC_TIME, itype::artifact, item::charges, check_art_charge_req(), Character::dex_cur, effect_evil, fd_fatigue, fd_fire, fd_smoke, Character::get_dex(), Character::get_int(), Character::get_per(), Character::get_rad(), Character::get_str(), Character::hurtall(), Character::int_cur, Character::irradiate(), item::is_armor(), is_in_sunlight(), item::is_tool(), Character::is_worn(), trap::loadid, m, m_bad, m_good, Character::mod_dex_bonus(), Character::mod_fatigue(), map::mod_field_age(), Character::mod_int_bonus(), Creature::mod_pain_noresist(), Character::mod_per_bonus(), Character::mod_rad(), Character::mod_stamina(), Character::mod_stored_kcal(), Character::mod_str_bonus(), Character::mod_thirst(), MORALE_FEELING_GOOD, NUM_ARTCS, calendar::once_every(), one_in(), Character::per_cur, map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), map::remove_field(), map::remove_trap(), rng(), Character::str_cur, item::tname(), map::tr_at(), tr_portal, item::type, u, and Character::weapon.

◆ process_voluntary_act_interrupt()

void game::process_voluntary_act_interrupt ( )
private

Definition at line 1610 of file game.cpp.

1611{
1612 if( u.has_effect( effect_sleep ) ) {
1613 // Can't interrupt
1614 return;
1615 }
1616
1617 bool has_activity = u.activity && u.activity.moves_left > 0;
1618 bool is_travelling = u.has_destination() && !u.omt_path.empty();
1619
1620 if( !has_activity && !is_travelling ) {
1621 // Nohing to interrupt
1622 return;
1623 }
1624
1625 // Key poll may be quite expensive, so limit it to 10 times per second.
1626 static auto last_poll = std::chrono::steady_clock::now();
1627 auto now = std::chrono::steady_clock::now();
1628 int64_t difference = std::chrono::duration_cast<std::chrono::milliseconds>
1629 ( now - last_poll ).count();
1630
1631 if( difference > 100 ) {
1633 last_poll = now;
1634 }
1635
1636 // If player is performing a task and a monster is dangerously close, warn them
1637 // regardless of previous safemode warnings.
1638 // Distraction Manager can change this.
1639 if( ( has_activity || is_travelling ) && !u.has_activity( activity_id( "ACT_AIM" ) ) &&
1641 Creature *hostile_critter = is_hostile_very_close();
1642 if( hostile_critter != nullptr ) {
1644 string_format( _( "The %s is dangerously close!" ),
1645 hostile_critter->get_name() ) );
1646 }
1647 }
1648}
bool has_activity(const activity_id &type) const
Check if player currently has a given activity.
Definition: character.cpp:9180
virtual std::string get_name() const =0
void handle_key_blocking_activity()
Definition: game.cpp:1971
int moves_left
The number of moves remaining in this activity before it is complete.

References _, Character::activity, cancel_activity_or_ignore_query(), effect_sleep, Creature::get_name(), handle_key_blocking_activity(), Character::has_activity(), Character::has_destination(), Creature::has_effect(), hostile_spotted_near, player_activity::is_distraction_ignored(), is_hostile_very_close(), player_activity::moves_left, Character::omt_path, string_format(), and u.

Referenced by do_turn().

◆ prompt_dangerous_tile()

bool game::prompt_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8686 of file game.cpp.

8687{
8688 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
8689
8690 if( !harmful_stuff.empty() &&
8691 !query_yn( _( "Really step into %s?" ), enumerate_as_string( harmful_stuff ) ) ) {
8692 return false;
8693 }
8694 if( !harmful_stuff.empty() && u.is_mounted() &&
8695 m.tr_at( dest_loc ).loadid == tr_ledge ) {
8696 add_msg( m_warning, _( "Your %s refuses to move over that ledge!" ),
8697 u.mounted_creature->get_name() );
8698 return false;
8699 }
8700 return true;
8701}

References _, add_msg(), enumerate_as_string(), get_dangerous_tile(), Character::is_mounted(), trap::loadid, m, m_warning, Character::mounted_creature, query_yn(), map::tr_at(), tr_ledge, and u.

Referenced by npc_menu(), and walk_move().

◆ quickload()

void game::quickload ( )
private

Definition at line 11275 of file game.cpp.

11276{
11277 const WORLDPTR active_world = world_generator->active_world;
11278 if( active_world == nullptr ) {
11279 return;
11280 }
11281
11282 if( active_world->save_exists( save_t::from_save_id( u.get_save_id() ) ) ) {
11283 if( moves_since_last_save != 0 ) { // See if we need to reload anything
11284 MAPBUFFER.clear();
11286 try {
11287 setup();
11288 } catch( const std::exception &err ) {
11289 debugmsg( "Error: %s", err.what() );
11290 }
11292 }
11293 } else {
11294 popup_getkey( _( "No saves for current character yet." ) );
11295 }
11296}
bool load(const std::string &world)
Attempt to load first valid save (if any) in world.
Definition: game.cpp:2514
void setup()
Definition: game.cpp:475
static save_t from_save_id(const std::string &save_id)
int popup_getkey(const char *const mes, Args &&... args)
Definition: output.h:457
bool save_exists(const save_t &name) const

References _, mapbuffer::clear(), overmapbuffer::clear(), debugmsg, save_t::from_save_id(), avatar::get_save_id(), load(), MAPBUFFER, moves_since_last_save, overmap_buffer, popup_getkey(), WORLD::save_exists(), setup(), u, and world_generator.

Referenced by handle_action().

◆ quicksave()

void game::quicksave ( )

Definition at line 11253 of file game.cpp.

11254{
11255 //Don't autosave if the player hasn't done anything since the last autosave/quicksave,
11256 if( !moves_since_last_save ) {
11257 return;
11258 }
11259 add_msg( m_info, _( "Saving game, this may take a while" ) );
11260
11262 popup.message( "%s", _( "Saving game, this may take a while" ) );
11265
11266 time_t now = time( nullptr ); //timestamp for start of saving procedure
11267
11268 //perform save
11269 save();
11270 //Now reset counters for autosaving, so we don't immediately autosave after a quicksave or autosave.
11272 last_save_timestamp = now;
11273}

References _, add_msg(), last_save_timestamp, m_info, moves_since_last_save, popup(), ui_manager::redraw(), refresh_display(), save(), and time.

Referenced by autosave(), and handle_action().

◆ reenter_fullscreen()

void game::reenter_fullscreen ( )

Definition at line 463 of file game.cpp.

464{
465 if( was_fullscreen ) {
466 if( !fullscreen ) {
468 }
469 }
470}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ reload_npcs()

void game::reload_npcs ( )

Unloads, then loads the NPCs.

Definition at line 868 of file game.cpp.

869{
870 // TODO: Make it not invoke the "on_unload" command for the NPCs that will be loaded anyway
871 // and not invoke "on_load" for those NPCs that avoided unloading this way.
872 unload_npcs();
873 load_npcs();
874}

References load_npcs(), and unload_npcs().

Referenced by load(), overmap_npc_move(), vertical_move(), and vertical_shift().

◆ reload_tileset()

void game::reload_tileset ( std::function< void(std::string)>  out)

Definition at line 427 of file game.cpp.

428{
429#if defined(TILES)
430 // Disable UIs below to avoid accessing the tile context during loading.
432 try {
433 tilecontext->reinit();
434 std::vector<mod_id> dummy;
435 tilecontext->load_tileset(
436 get_option<std::string>( "TILES" ),
437 world_generator->active_world ? world_generator->active_world->active_mod_order : dummy,
438 /*precheck=*/false,
439 /*force=*/true,
440 /*pump_events=*/true
441 );
442 tilecontext->do_tile_loading_report( out );
443 } catch( const std::exception &err ) {
444 popup( _( "Loading the tileset failed: %s" ), err.what() );
445 }
446 g->reset_zoom();
447 g->mark_main_ui_adaptor_resize();
448#endif // TILES
449}

References _, g, popup(), and world_generator.

Referenced by handle_action().

◆ remoteveh()

vehicle * game::remoteveh ( )

Returns the current remotely controlled vehicle.

Definition at line 2248 of file game.cpp.

2249{
2251 return remoteveh_cache;
2252 }
2254 std::stringstream remote_veh_string( u.get_value( "remote_controlling_vehicle" ) );
2255 if( remote_veh_string.str().empty() ||
2257 remoteveh_cache = nullptr;
2258 } else {
2259 tripoint vp;
2260 remote_veh_string >> vp.x >> vp.y >> vp.z;
2261 vehicle *veh = veh_pointer_or_null( m.veh_at( vp ) );
2262 if( veh && veh->fuel_left( itype_battery, true ) > 0 ) {
2263 remoteveh_cache = veh;
2264 } else {
2265 remoteveh_cache = nullptr;
2266 }
2267 }
2268 return remoteveh_cache;
2269}
vehicle * remoteveh_cache
Definition: game.h:1044
int fuel_left(const itype_id &ftype, bool recurse=false) const
Definition: vehicle.cpp:3360
static const bionic_id bio_remote("bio_remote")
static const itype_id itype_remotevehcontrol("remotevehcontrol")
static const itype_id itype_battery("battery")

References bio_remote, vehicle::fuel_left(), Creature::get_value(), Character::has_active_bionic(), Character::has_active_item(), itype_battery, itype_remotevehcontrol, m, remoteveh_cache, remoteveh_cache_time, calendar::turn, u, map::veh_at(), veh_pointer_or_null(), tripoint::x, tripoint::y, and tripoint::z.

Referenced by control_vehicle(), and handle_action().

◆ remove_npc_follower()

void game::remove_npc_follower ( const character_id id)

Remove follower id from follower set.

Definition at line 1880 of file game.cpp.

1881{
1882 follower_ids.erase( id );
1883 u.follower_ids.erase( id );
1884}

References follower_ids, player::follower_ids, and u.

Referenced by cleanup_dead().

◆ remove_zombie()

void game::remove_zombie ( const monster critter)

Definition at line 4712 of file game.cpp.

4713{
4714 critter_tracker->remove( critter );
4715}

References critter_tracker.

Referenced by despawn_monster(), disable_robot(), start_game(), and vertical_move().

◆ replace_stair_monsters()

void game::replace_stair_monsters ( )
private

Definition at line 10774 of file game.cpp.

10775{
10776 for( auto &elem : coming_to_stairs ) {
10777 elem.staircount = 0;
10778 const tripoint pnt( elem.pos().xy(), get_levz() );
10779 place_critter_around( make_shared_fast<monster>( elem ), pnt, 10 );
10780 }
10781
10782 coming_to_stairs.clear();
10783}
std::vector< monster > coming_to_stairs
Definition: game.h:982

References coming_to_stairs, get_levz(), and place_critter_around().

◆ reset_item_list_state()

void game::reset_item_list_state ( const catacurses::window window,
int  height,
bool  bRadiusSort 
)
private

Definition at line 7146 of file game.cpp.

7148{
7149 const int width = getmaxx( window );
7150 for( int i = 1; i < TERMX; i++ ) {
7151 if( i < width ) {
7152 mvwputch( window, point( i, 0 ), c_light_gray, LINE_OXOX ); // -
7153 mvwputch( window, point( i, TERMY - height - 1 ), c_light_gray,
7154 LINE_OXOX ); // -
7155 }
7156
7157 if( i < TERMY - height ) {
7158 mvwputch( window, point( 0, i ), c_light_gray, LINE_XOXO ); // |
7159 mvwputch( window, point( width - 1, i ), c_light_gray, LINE_XOXO ); // |
7160 }
7161 }
7162
7163 mvwputch( window, point_zero, c_light_gray, LINE_OXXO ); // |^
7164 mvwputch( window, point( width - 1, 0 ), c_light_gray, LINE_OOXX ); // ^|
7165
7166 mvwputch( window, point( 0, TERMY - height - 1 ), c_light_gray,
7167 LINE_XXXO ); // |-
7168 mvwputch( window, point( width - 1, TERMY - height - 1 ), c_light_gray,
7169 LINE_XOXX ); // -|
7170
7171 mvwprintz( window, point( 2, 0 ), c_light_green, "<Tab> " );
7172 wprintz( window, c_white, _( "Items" ) );
7173
7174 std::string sSort;
7175 if( bRadiusSort ) {
7176 //~ Sort type: distance.
7177 sSort = _( "<s>ort: dist" );
7178 } else {
7179 //~ Sort type: category.
7180 sSort = _( "<s>ort: cat" );
7181 }
7182
7183 int letters = utf8_width( sSort );
7184
7185 shortcut_print( window, point( getmaxx( window ) - letters, 0 ), c_white, c_light_green, sSort );
7186
7187 std::vector<std::string> tokens;
7188 if( !sFilter.empty() ) {
7189 tokens.emplace_back( _( "<R>eset" ) );
7190 }
7191
7192 tokens.emplace_back( _( "<E>xamine" ) );
7193 tokens.emplace_back( _( "<C>ompare" ) );
7194 tokens.emplace_back( _( "<F>ilter" ) );
7195 tokens.emplace_back( _( "<+/->Priority" ) );
7196
7197 int gaps = tokens.size() + 1;
7198 letters = 0;
7199 int n = tokens.size();
7200 for( int i = 0; i < n; i++ ) {
7201 letters += utf8_width( tokens[i] ) - 2; //length ignores < >
7202 }
7203
7204 int usedwidth = letters;
7205 const int gap_spaces = ( width - usedwidth ) / gaps;
7206 usedwidth += gap_spaces * gaps;
7207 point pos( gap_spaces + ( width - usedwidth ) / 2, TERMY - height - 1 );
7208
7209 for( int i = 0; i < n; i++ ) {
7210 pos.x += shortcut_print( window, pos, c_white, c_light_green,
7211 tokens[i] ) + gap_spaces;
7212 }
7213}
#define LINE_OOXX
Definition: output.h:43
#define LINE_OXXO
Definition: output.h:42

References _, c_light_gray, c_light_green, c_white, catacurses::getmaxx(), LINE_OOXX, LINE_OXOX, LINE_OXXO, LINE_XOXO, LINE_XOXX, LINE_XXXO, mvwprintz(), mvwputch(), point_zero, sFilter, shortcut_print(), TERMX, TERMY, utf8_width(), wprintz(), and point::x.

Referenced by list_items().

◆ reset_light_level()

void game::reset_light_level ( )

Definition at line 3551 of file game.cpp.

3552{
3553 for( float &lev : latest_lightlevels ) {
3554 lev = -std::numeric_limits<float>::max();
3555 }
3556}

References latest_lightlevels.

Referenced by do_turn(), and game().

◆ reset_npc_dispositions()

void game::reset_npc_dispositions ( )
private

Definition at line 2626 of file game.cpp.

2627{
2628 for( auto elem : follower_ids ) {
2629 shared_ptr_fast<npc> npc_to_get = overmap_buffer.find_npc( elem );
2630 if( !npc_to_get ) {
2631 continue;
2632 }
2633 npc *npc_to_add = npc_to_get.get();
2634 npc_to_add->chatbin.missions.clear();
2635 npc_to_add->chatbin.missions_assigned.clear();
2636 npc_to_add->mission = NPC_MISSION_NULL;
2637 npc_to_add->chatbin.mission_selected = nullptr;
2638 npc_to_add->set_attitude( NPCATT_NULL );
2639 npc_to_add->op_of_u.anger = 0;
2640 npc_to_add->op_of_u.fear = 0;
2641 npc_to_add->op_of_u.trust = 0;
2642 npc_to_add->op_of_u.value = 0;
2643 npc_to_add->op_of_u.owed = 0;
2644 npc_to_add->set_fac( faction_id( "no_faction" ) );
2646 npc_to_add->global_omt_location(),
2647 npc_to_add->getID() ) );
2648
2649 }
2650
2651}
void set_attitude(npc_attitude new_attitude)
Definition: npc.cpp:3169
npc_chatbin chatbin
Definition: npc.h:1288
void add_new_mission(mission *miss)
See npc_chatbin::add_new_mission.
Definition: npc.cpp:2660
npc_opinion op_of_u
Definition: npc.h:1287
void set_fac(const faction_id &id)
Definition: npc.cpp:473
std::vector< mission * > missions_assigned
Mission that have been assigned by this NPC to a player character.
Definition: npc.h:715
mission * mission_selected
The mission (if any) that we talk about right now.
Definition: npc.h:720
std::vector< mission * > missions
Missions that the NPC can give out.
Definition: npc.h:711
int value
Definition: npc.h:205
int trust
Definition: npc.h:203
int owed
Definition: npc.h:207
int fear
Definition: npc.h:204
int anger
Definition: npc.h:206

References npc::add_new_mission(), npc_opinion::anger, npc::chatbin, npc_opinion::fear, overmapbuffer::find_npc(), follower_ids, Character::getID(), Character::global_omt_location(), npc::mission, npc_chatbin::mission_selected, npc_chatbin::missions, npc_chatbin::missions_assigned, NPC_MISSION_NULL, NPCATT_NULL, npc::op_of_u, ORIGIN_ANY_NPC, overmap_buffer, npc_opinion::owed, mission::reserve_random(), npc::set_attitude(), npc::set_fac(), npc_opinion::trust, and npc_opinion::value.

Referenced by cleanup_at_end().

◆ reset_zoom()

void game::reset_zoom ( )

Definition at line 7061 of file game.cpp.

7062{
7063#if defined(TILES)
7065 rescale_tileset( tileset_zoom );
7066#endif // TILES
7067}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

◆ revive_corpse()

bool game::revive_corpse ( const tripoint p,
item it 
)

Revives a corpse at given location.

The monster type and some of its properties are deducted from the corpse. If reviving succeeds, the location is guaranteed to have a new monster there (see critter_at).

Parameters
pThe place where to put the revived monster.
itThe corpse item, it must be a valid corpse (see item::is_corpse).
Returns
Whether the corpse has actually been redivided. Reviving may fail for many reasons, including no space to put the monster, corpse being to much damaged etc. If the monster was revived, the caller should remove the corpse item. If reviving failed, the item is unchanged, as is the environment (no new monsters).

Definition at line 4842 of file game.cpp.

4843{
4844 if( !it.is_corpse() ) {
4845 debugmsg( "Tried to revive a non-corpse." );
4846 return false;
4847 }
4848 shared_ptr_fast<monster> newmon_ptr = make_shared_fast<monster>
4849 ( it.get_mtype()->id );
4850 monster &critter = *newmon_ptr;
4851 critter.init_from_item( it );
4852 if( critter.get_hp() < 1 ) {
4853 // Failed reanimation due to corpse being too burned
4854 return false;
4855 }
4856 if( it.has_flag( "FIELD_DRESS" ) || it.has_flag( "FIELD_DRESS_FAILED" ) ||
4857 it.has_flag( "QUARTERED" ) ) {
4858 // Failed reanimation due to corpse being butchered
4859 return false;
4860 }
4861
4862 critter.no_extra_death_drops = true;
4863 critter.add_effect( effect_downed, 5_turns, num_bp );
4864 for( const item &component : it.components ) {
4865 critter.corpse_components.push_back( component );
4866 }
4867
4868 if( it.get_var( "zlave" ) == "zlave" ) {
4869 critter.add_effect( effect_pacified, 1_turns, num_bp );
4870 critter.add_effect( effect_pet, 1_turns, num_bp );
4871 }
4872
4873 if( it.get_var( "no_ammo" ) == "no_ammo" ) {
4874 for( auto &ammo : critter.ammo ) {
4875 ammo.second = 0;
4876 }
4877 }
4878
4879 return place_critter_at( newmon_ptr, p );
4880}
monster * place_critter_at(const mtype_id &id, const tripoint &p)
Adds critters to the reality bubble, creating them if necessary.
Definition: game.cpp:4640
double get_var(const std::string &name, double default_value) const
Definition: item.cpp:1030
const mtype * get_mtype() const
Definition: item.cpp:6625
std::list< item > components
Definition: item.h:2159
bool has_flag(const std::string &flag) const
Definition: item.cpp:5303
bool is_corpse() const
Whether this is a corpse item.
Definition: item.cpp:6620
int get_hp(const bodypart_id &) const override
Definition: monster.cpp:2915
bool no_extra_death_drops
Definition: monster.h:479
std::vector< item > corpse_components
Definition: monster.h:456
void init_from_item(const item &itm)
Initialize values like speed / hp from data of an item.
Definition: monster.cpp:2785
static const efftype_id effect_downed("downed")
static const efftype_id effect_pacified("pacified")

References monster::add_effect(), monster::ammo, item::components, monster::corpse_components, debugmsg, effect_downed, effect_pacified, effect_pet, monster::get_hp(), item::get_mtype(), item::get_var(), item::has_flag(), mtype::id, monster::init_from_item(), item::is_corpse(), monster::no_extra_death_drops, num_bp, and place_critter_at().

◆ save()

bool game::save ( )

Returns false if saving failed.

Definition at line 2727 of file game.cpp.

2728{
2729 try {
2730 if( !save_player_data() ||
2732 !save_artifacts() ||
2733 !save_maps() ||
2734 !get_auto_pickup().save_character() ||
2736 !get_safemode().save_character() ||
2737 !write_to_file( get_world_base_save_path() + "/uistate.json", [&]( std::ostream & fout ) {
2738 JsonOut jsout( fout );
2739 uistate.serialize( jsout );
2740 }, _( "uistate data" ) ) ) {
2741 return false;
2742 } else {
2743 world_generator->active_world->add_save( save_t::from_save_id( u.get_save_id() ) );
2744 return true;
2745 }
2746 } catch( std::ios::failure &err ) {
2747 popup( _( "Failed to save game data" ) );
2748 return false;
2749 }
2750}
void write_to_file(const std::string &path, const std::function< void(std::ostream &)> &writer)
Definition: json.h:575
bool save_player_data()
Definition: game.cpp:2681
void serialize(JsonOut &json) const
@ failure
Definition: behavior.h:20

References _, behavior::failure, save_t::from_save_id(), get_auto_notes_settings(), get_auto_pickup(), get_safemode(), avatar::get_save_id(), get_world_base_save_path(), popup(), save(), save_artifacts(), save_factions_missions_npcs(), save_maps(), save_player_data(), uistatedata::serialize(), u, uistate, world_generator, and write_to_file().

Referenced by handle_action(), quicksave(), and save().

◆ save_artifacts()

bool game::save_artifacts ( )
private

Definition at line 2662 of file game.cpp.

2663{
2664 std::string artfilename = get_world_base_save_path() + "/" + SAVE_ARTIFACTS;
2665 return ::save_artifacts( artfilename );
2666}
bool save_artifacts(const std::string &path)
Definition: artifact.cpp:1277
static const std::string SAVE_ARTIFACTS("artifacts.gsav")

References get_world_base_save_path(), SAVE_ARTIFACTS(), and save_artifacts().

Referenced by cleanup_at_end(), and save().

◆ save_cyborg()

void game::save_cyborg ( item cyborg,
const tripoint couch_pos,
player installer 
)

Turns Broken Cyborg monster into Cyborg NPC via surgery.

Definition at line 4903 of file game.cpp.

4904{
4905 int assist_bonus = installer.get_effect_int( effect_assisted );
4906
4907 float adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
4910 -1 );
4911
4912 int damage = cyborg->damage();
4913 int dmg_lvl = cyborg->damage_level( 4 );
4914 int difficulty = 12;
4915
4916 if( damage != 0 ) {
4917
4918 popup( _( "WARNING: Patient's body is damaged. Difficulty of the procedure is increased by %s." ),
4919 dmg_lvl );
4920
4921 // Damage of the cyborg increases difficulty
4922 difficulty += dmg_lvl;
4923 }
4924
4925 int chance_of_success = bionic_manip_cos( adjusted_skill + assist_bonus, difficulty );
4926 int success = chance_of_success - rng( 1, 100 );
4927
4928 if( !g->u.query_yn(
4929 _( "WARNING: %i percent chance of SEVERE damage to all body parts! Continue anyway?" ),
4930 100 - static_cast<int>( chance_of_success ) ) ) {
4931 return;
4932 }
4933
4934 if( success > 0 ) {
4935 add_msg( m_good, _( "Successfully removed Personality override." ) );
4936 add_msg( m_bad, _( "Autodoc immediately destroys the CBM upon removal." ) );
4937
4938 delete_cyborg_item( g->m, couch_pos, cyborg );
4939
4940 const string_id<npc_template> npc_cyborg( "cyborg_rescued" );
4941 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
4942 tmp->load_npc_template( npc_cyborg );
4943 tmp->spawn_at_precise( { get_levx(), get_levy() }, couch_pos );
4945 tmp->hurtall( dmg_lvl * 10, nullptr );
4946 tmp->add_effect( effect_downed, rng( 1_turns, 4_turns ), num_bp, 0, true );
4947 load_npcs();
4948
4949 } else {
4950 const int failure_level = static_cast<int>( std::sqrt( std::abs( success ) * 4.0 * difficulty /
4951 adjusted_skill ) );
4952 const int fail_type = std::min( 5, failure_level );
4953 switch( fail_type ) {
4954 case 1:
4955 case 2:
4956 add_msg( m_info, _( "The removal fails." ) );
4957 add_msg( m_bad, _( "The body is damaged." ) );
4958 cyborg->set_damage( damage + 1000 );
4959 break;
4960 case 3:
4961 case 4:
4962 add_msg( m_info, _( "The removal fails badly." ) );
4963 add_msg( m_bad, _( "The body is badly damaged!" ) );
4964 cyborg->set_damage( damage + 2000 );
4965 break;
4966 case 5:
4967 add_msg( m_info, _( "The removal is a catastrophe." ) );
4968 add_msg( m_bad, _( "The body is destroyed!" ) );
4969 delete_cyborg_item( g->m, couch_pos, cyborg );
4970 break;
4971 default:
4972 break;
4973 }
4974
4975 }
4976
4977}
int bionic_manip_cos(float adjusted_skill, int bionic_difficulty)
Definition: bionics.cpp:1906
float bionics_adjusted_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate skill for (un)installing bionics.
Definition: bionics.cpp:1863
item & set_damage(int qty)
Filter setting damage constrained by min_damage and max_damage.
Definition: item.cpp:714
int damage_level(int max) const
Scale item damage to the given number of levels.
Definition: item.cpp:701
int damage() const
How much damage has the item sustained?
Definition: item.cpp:696
static const skill_id skill_computer("computer")
static void delete_cyborg_item(map &m, const tripoint &couch_pos, item *cyborg)
Definition: game.cpp:4882
static const efftype_id effect_assisted("assisted")
static const skill_id skill_electronics("electronics")
@ success
Definition: behavior.h:20

References _, add_msg(), bionic_manip_cos(), Character::bionics_adjusted_skill(), item::damage(), item::damage_level(), delete_cyborg_item(), effect_assisted, effect_downed, g, Creature::get_effect_int(), get_levx(), get_levy(), overmapbuffer::insert_npc(), load_npcs(), m_bad, m_good, m_info, num_bp, overmap_buffer, popup(), rng(), item::set_damage(), skill_computer, skill_electronics, skill_firstaid, and behavior::success.

◆ save_factions_missions_npcs()

bool game::save_factions_missions_npcs ( )
private

Definition at line 2654 of file game.cpp.

2655{
2656 std::string masterfile = get_world_base_save_path() + "/" + SAVE_MASTER;
2657 return write_to_file( masterfile, [&]( std::ostream & fout ) {
2658 serialize_master( fout );
2659 }, _( "factions data" ) );
2660}
void serialize_master(std::ostream &fout)
Definition: savegame.cpp:1243

References _, get_world_base_save_path(), SAVE_MASTER(), serialize_master(), and write_to_file().

Referenced by cleanup_at_end(), and save().

◆ save_maps()

bool game::save_maps ( )
private

Definition at line 2668 of file game.cpp.

2669{
2670 try {
2671 m.save();
2672 overmap_buffer.save(); // can throw
2673 MAPBUFFER.save(); // can throw
2674 return true;
2675 } catch( const std::exception &err ) {
2676 popup( _( "Failed to save the maps: %s" ), err.what() );
2677 return false;
2678 }
2679}
void save(bool delete_after_save=false)
Store all submaps in this instance into savefiles.
Definition: mapbuffer.cpp:98

References _, m, MAPBUFFER, overmap_buffer, popup(), map::save(), overmapbuffer::save(), and mapbuffer::save().

Referenced by cleanup_at_end(), and save().

◆ save_player_data()

bool game::save_player_data ( )
private

Definition at line 2681 of file game.cpp.

2682{
2683 const std::string playerfile = get_player_base_save_path();
2684
2685 const bool saved_data = write_to_file( playerfile + SAVE_EXTENSION, [&]( std::ostream & fout ) {
2686 serialize( fout );
2687 }, _( "player data" ) );
2688 const bool saved_map_memory = u.save_map_memory();
2689 const bool saved_log = write_to_file( playerfile + SAVE_EXTENSION_LOG, [&](
2690 std::ostream & fout ) {
2691 fout << memorial().dump();
2692 }, _( "player memorial" ) );
2693#if defined(__ANDROID__)
2694 const bool saved_shortcuts = write_to_file( playerfile + SAVE_EXTENSION_SHORTCUTS, [&](
2695 std::ostream & fout ) {
2696 save_shortcuts( fout );
2697 }, _( "quick shortcuts" ) );
2698#endif
2699 const bool saved_diary = u.get_avatar_diary()->store();
2700 return saved_data && saved_map_memory && saved_log && saved_diary
2701#if defined(__ANDROID__)
2702 && saved_shortcuts
2703#endif
2704 ;
2705}
bool save_map_memory()
Definition: avatar.cpp:132
bool store()
Definition: diary.cpp:760
std::string get_player_base_save_path() const
Base path for saving player data.
Definition: game.cpp:11992
void serialize(std::ostream &fout)
Saving and loading functions.
Definition: savegame.cpp:69
std::string dump() const
Concatenates all of the memorial log entries, delimiting them with newlines, and returns the resultin...

References _, memorial_logger::dump(), avatar::get_avatar_diary(), get_player_base_save_path(), memorial(), SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), avatar::save_map_memory(), serialize(), diary::store(), u, and write_to_file().

Referenced by save().

◆ serialize()

void game::serialize ( std::ostream &  fout)

Saving and loading functions.

Definition at line 69 of file savegame.cpp.

70{
71 /*
72 * Format version 12: Fully json, save the header. Weather and memorial exist elsewhere.
73 * To prevent (or encourage) confusion, there is no version 8. (cata 0.8 uses v7)
74 */
75 // Header
76 fout << "# version " << savegame_version << std::endl;
77
78 JsonOut json( fout, true ); // pretty-print
79
80 json.start_object();
81 // basic game state information.
82 json.member( "turn", calendar::turn );
84 json.member( "calendar_start", calendar_config._start_of_cataclysm );
85 json.member( "game_start", calendar_config._start_of_game );
86 json.member( "initial_season", static_cast<int>( calendar_config._initial_season ) );
87 json.member( "auto_travel_mode", auto_travel_mode );
88 json.member( "run_mode", static_cast<int>( safe_mode ) );
89 json.member( "mostseen", mostseen );
90 // current map coordinates
91 tripoint pos_sm = m.get_abs_sub();
92 const point pos_om = sm_to_om_remain( pos_sm.x, pos_sm.y );
93 json.member( "levx", pos_sm.x );
94 json.member( "levy", pos_sm.y );
95 json.member( "levz", pos_sm.z );
96 json.member( "om_x", pos_om.x );
97 json.member( "om_y", pos_om.y );
98
99 json.member( "grscent", scent.serialize() );
100 json.member( "typescent", scent.serialize( true ) );
101
102 // Then each monster
103 json.member( "active_monsters", *critter_tracker );
104 json.member( "stair_monsters", coming_to_stairs );
105
106 // save stats.
107 json.member( "kill_tracker", *kill_tracker_ptr );
108 json.member( "stats_tracker", *stats_tracker_ptr );
109 json.member( "achievements_tracker", *achievements_tracker_ptr );
110
111 json.member( "token_provider", *token_provider_ptr );
112
113 json.member( "player", u );
114 Messages::serialize( json );
115
116 json.end_object();
117}
A class that keeps time data other than current time.
Definition: calendar.h:530
season_type _initial_season
Definition: calendar.h:534
time_point _start_of_game
Definition: calendar.h:533
time_point _start_of_cataclysm
Definition: calendar.h:532
pimpl< drop_token_provider > token_provider_ptr
Definition: game.h:974
std::string serialize(bool is_type=false) const
Definition: savegame.cpp:119
point sm_to_om_remain(int &x, int &y)
void serialize(JsonOut &json)
Definition: messages.cpp:321
calendar_config config
const int savegame_version
Definition: savegame.cpp:57

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, coming_to_stairs, calendar::config, critter_tracker, JsonOut::end_object(), map::get_abs_sub(), kill_tracker_ptr, m, JsonOut::member(), mostseen, safe_mode, savegame_version, scent, scent_map::serialize(), Messages::serialize(), sm_to_om_remain(), JsonOut::start_object(), stats_tracker_ptr, token_provider_ptr, calendar::turn, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by save_player_data().

◆ serialize_master()

void game::serialize_master ( std::ostream &  fout)
private

Definition at line 1243 of file savegame.cpp.

1244{
1245 fout << "# version " << savegame_version << std::endl;
1246 try {
1247 JsonOut json( fout, true ); // pretty-print
1248 json.start_object();
1249
1250 json.member( "next_mission_id", next_mission_id );
1251 json.member( "next_npc_id", next_npc_id );
1252
1253 json.member( "active_missions" );
1254 mission::serialize_all( json );
1255
1256 json.member( "factions", *faction_manager_ptr );
1257 json.member( "seed", seed );
1258
1259 json.member( "weather" );
1260 json.start_object();
1261 json.member( "lightning", get_weather().lightning_active );
1262 json.end_object();
1263
1264 json.end_object();
1265 } catch( const JsonError &e ) {
1266 debugmsg( "error saving to %s: %s", SAVE_MASTER, e.c_str() );
1267 }
1268}
Definition: json.h:51
const char * c_str() const noexcept
Definition: json.h:54
static void serialize_all(JsonOut &json)
Definition: savegame.cpp:1234

References JsonError::c_str(), debugmsg, JsonOut::end_object(), faction_manager_ptr, get_weather, JsonOut::member(), next_mission_id, next_npc_id, SAVE_MASTER(), savegame_version, seed, mission::serialize_all(), and JsonOut::start_object().

Referenced by save_factions_missions_npcs().

◆ set_critter_died()

void game::set_critter_died ( )

If invoked, dead will be cleaned this turn.

Definition at line 1788 of file game.cpp.

1789{
1790 critter_died = true;
1791}

References critter_died.

◆ set_driving_view_offset()

void game::set_driving_view_offset ( point  p)

Definition at line 1598 of file game.cpp.

1599{
1600 // remove the previous driving offset,
1601 // store the new offset and apply the new offset.
1608}

References driving_view_offset, u, player::view_offset, point::x, tripoint::x, point::y, and tripoint::y.

Referenced by calc_driving_offset(), and cleanup_at_end().

◆ set_npcs_dirty()

void game::set_npcs_dirty ( )

If invoked, NPCs will be reloaded before next turn.

Definition at line 1783 of file game.cpp.

1784{
1785 npcs_dirty = true;
1786}

References npcs_dirty.

◆ set_safe_mode()

void game::set_safe_mode ( safe_mode_type  mode)

Definition at line 8613 of file game.cpp.

8614{
8615 safe_mode = mode;
8617}

References safe_mode, and safe_mode_warning_logged.

Referenced by handle_action(), and mon_info_update().

◆ set_zoom()

void game::set_zoom ( int  level)

Definition at line 7069 of file game.cpp.

7070{
7071#if defined(TILES)
7072 if( tileset_zoom != level ) {
7073 tileset_zoom = level;
7074 rescale_tileset( tileset_zoom );
7075 }
7076#else
7077 static_cast<void>( level );
7078#endif // TILES
7079}

References tileset_zoom.

Referenced by look_around().

◆ setremoteveh()

void game::setremoteveh ( vehicle veh)

Sets the current remotely controlled vehicle.

Definition at line 2271 of file game.cpp.

2272{
2274 remoteveh_cache = veh;
2275 if( veh != nullptr && !u.has_active_bionic( bio_remote ) &&
2277 debugmsg( "Tried to set remote vehicle without bio_remote or remotevehcontrol" );
2278 veh = nullptr;
2279 }
2280
2281 if( veh == nullptr ) {
2282 u.remove_value( "remote_controlling_vehicle" );
2283 return;
2284 }
2285
2286 std::stringstream remote_veh_string;
2287 const tripoint vehpos = veh->global_pos3();
2288 remote_veh_string << vehpos.x << ' ' << vehpos.y << ' ' << vehpos.z;
2289 u.set_value( "remote_controlling_vehicle", remote_veh_string.str() );
2290}
void remove_value(const std::string &key)
Definition: creature.cpp:1356

References bio_remote, debugmsg, vehicle::global_pos3(), Character::has_active_bionic(), Character::has_active_item(), itype_remotevehcontrol, remoteveh_cache, remoteveh_cache_time, Creature::remove_value(), Creature::set_value(), calendar::turn, u, tripoint::x, tripoint::y, and tripoint::z.

◆ setup()

void game::setup ( )

Definition at line 475 of file game.cpp.

476{
477 loading_ui ui( true );
478
480
481 if( get_option<bool>( "ELEVATED_BRIDGES" ) && !get_option<bool>( "ZLEVELS" ) ) {
482 debugmsg( "\"Elevated bridges\" mod requires z-levels to be ENABLED to work properly!" );
483 }
484
485 m = map( get_option<bool>( "ZLEVELS" ) );
486
488 next_mission_id = 1;
489 new_game = true;
490 uquit = QUIT_NO; // We haven't quit the game
491 bVMonsterLookFire = true;
492
493 // invalidate calendar caches in case we were previously playing
494 // a different world
495 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
496 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
497
500
501 turnssincelastmon = 0; //Auto safe mode init
502
505 coming_to_stairs.clear();
506 active_npc.clear();
507 faction_manager_ptr->clear();
512
513 SCT.vSCT.clear(); //Delete pending messages
514
515 stats().clear();
516 // reset kill counts
517 kill_tracker_ptr->clear();
519 // reset follower list
520 follower_ids.clear();
521 scent.reset();
522
524 remoteveh_cache = nullptr;
525
526 token_provider_ptr->clear();
527 // back to menu for save loading, new game etc
528}
void clear_zombies()
Redirects to the creature_tracker clear() function.
Definition: game.cpp:4717
static void clear_all()
Remove all active missions, used to cleanup on exit and before reloading a new game.
Definition: mission.cpp:127
void reset()
Definition: scent_map.cpp:51
static const string_id< weather_type > & NULL_ID()
Returns a null id whose string_id<T>::is_null() must always return true.
void clear_messages()
Definition: messages.cpp:351
void load_world_modfiles(loading_ui &ui, const std::string &artifacts_file)
Load & finalize modlist needed for the current world.
Definition: init.cpp:874
void reset_sounds()
Definition: sounds.cpp:565

References achievements_tracker_ptr, active_npc, calendar::before_time_starts, bVMonsterLookFire, character_id, explosion_handler::explosion_queue::clear(), stats_tracker::clear(), mission::clear_all(), Messages::clear_messages(), clear_zombies(), coming_to_stairs, debugmsg, faction_manager_ptr, follower_ids, explosion_handler::get_explosion_queue(), get_weather, get_world_base_save_path(), kill_tracker_ptr, init::load_world_modfiles(), m, new_game, next_mission_id, next_npc_id, weather_manager::nextweather, string_id< weather_type >::NULL_ID(), QUIT_NO, remoteveh_cache, remoteveh_cache_time, scent_map::reset(), sounds::reset_sounds(), SAVE_ARTIFACTS(), scent, SCT, calendar::set_eternal_season(), calendar::set_season_length(), stats(), timed_events, token_provider_ptr, turnssincelastmon, uquit, scrollingcombattext::vSCT, and weather_manager::weather_id.

Referenced by butcher_submenu(), and quickload().

◆ shared_from()

template<typename T >
template shared_ptr_fast< npc > game::shared_from< npc > ( const T &  critter)

Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).

The function may return an empty pointer if the given critter is not stored anywhere (e.g. it was allocated on the stack, not stored in the critter_tracker nor in active_npc nor is it u).

Definition at line 4570 of file game.cpp.

4571{
4572 if( static_cast<const Creature *>( &critter ) == static_cast<const Creature *>( &u ) ) {
4573 // u is not stored in a shared_ptr, but it won't go out of scope anyway
4574 return std::dynamic_pointer_cast<T>( u_shared_ptr );
4575 }
4576 if( critter.is_monster() ) {
4577 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( critter.pos() ) ) {
4578 if( static_cast<const Creature *>( mon_ptr.get() ) == static_cast<const Creature *>( &critter ) ) {
4579 return std::dynamic_pointer_cast<T>( mon_ptr );
4580 }
4581 }
4582 }
4583 if( critter.is_npc() ) {
4584 for( auto &cur_npc : active_npc ) {
4585 if( static_cast<const Creature *>( cur_npc.get() ) == static_cast<const Creature *>( &critter ) ) {
4586 return std::dynamic_pointer_cast<T>( cur_npc );
4587 }
4588 }
4589 }
4590 return nullptr;
4591}

References active_npc, critter_tracker, u, and u_shared_ptr.

Referenced by list_monsters(), mon_info_update(), and validate_mounted_npcs().

◆ shift_destination_preview()

void game::shift_destination_preview ( point  delta)

Definition at line 12005 of file game.cpp.

12006{
12007 for( tripoint &p : destination_preview ) {
12008 p += delta;
12009 }
12010}

References destination_preview.

◆ shift_monsters()

void game::shift_monsters ( const tripoint shift)
private

Shift all active monsters, the shift vector is the number of shifted submaps.

Monsters that are outside of the reality bubble after shifting are despawned. Note on z-levels: this works with vertical shifts, but currently all monsters are despawned upon a vertical shift.

Definition at line 11009 of file game.cpp.

11010{
11011 // If either shift argument is non-zero, we're shifting.
11012 if( shift == tripoint_zero ) {
11013 return;
11014 }
11015 for( monster &critter : all_monsters() ) {
11016 if( shift.xy() != point_zero ) {
11017 critter.shift( shift.xy() );
11018 }
11019
11020 if( m.inbounds( critter.pos() ) && ( shift.z == 0 || m.has_zlevels() ) ) {
11021 // We're inbounds, so don't despawn after all.
11022 // No need to shift Z-coordinates, they are absolute
11023 continue;
11024 }
11025 // Either a vertical shift or the critter is now outside of the reality bubble,
11026 // anyway: it must be saved and removed.
11027 despawn_monster( critter );
11028 }
11029 // The order in which zombies are shifted may cause zombies to briefly exist on
11030 // the same square. This messes up the mon_at cache, so we need to rebuild it.
11031 critter_tracker->rebuild_cache();
11032}

References all_monsters(), critter_tracker, despawn_monster(), map::has_zlevels(), map::inbounds(), m, point_zero, tripoint_zero, tripoint::xy(), and tripoint::z.

Referenced by update_map(), vertical_move(), and vertical_shift().

◆ slip_down()

bool game::slip_down ( )

Checks if player is able to successfully climb to/from some terrain and not slip down.

Returns
whether player has slipped down
Dexterity decreases chances of slipping while climbing

Definition at line 12012 of file game.cpp.

12013{
12014 ///\EFFECT_DEX decreases chances of slipping while climbing
12015 int climb = u.dex_cur;
12016 if( u.has_trait( trait_BADKNEES ) ) {
12017 climb = climb / 2;
12018 }
12019 if( one_in( climb ) ) {
12020 add_msg( m_bad, _( "You slip while climbing and fall down again." ) );
12021 if( climb <= 1 ) {
12022 add_msg( m_bad, _( "Climbing is impossible in your current state." ) );
12023 }
12024 return true;
12025 }
12026 return false;
12027}
static const trait_id trait_BADKNEES("BADKNEES")

References _, add_msg(), Character::dex_cur, Character::has_trait(), m_bad, one_in(), trait_BADKNEES, and u.

◆ spawn_hallucination()

bool game::spawn_hallucination ( const tripoint p)

Spawns a hallucination at a determined position.

Attempts to spawn a hallucination at given location.

Returns false if the hallucination couldn't be spawned for whatever reason, such as a monster already in the target square.

Returns
Whether or not a hallucination was successfully spawned.

Definition at line 4728 of file game.cpp.

4729{
4730 if( one_in( 100 ) ) {
4731 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
4732 tmp->randomize( NC_HALLU );
4733 tmp->spawn_at_precise( { get_levx(), get_levy() }, p );
4734 if( !critter_at( p, true ) ) {
4736 load_npcs();
4737 return true;
4738 } else {
4739 return false;
4740 }
4741 }
4742
4744 const shared_ptr_fast<monster> phantasm = make_shared_fast<monster>( mt );
4745 phantasm->hallucination = true;
4746 phantasm->spawn( p );
4747
4748 //Don't attempt to place phantasms inside of other creatures
4749 if( !critter_at( phantasm->pos(), true ) ) {
4750 return critter_tracker->add( phantasm );
4751 } else {
4752 return false;
4753 }
4754}
mtype_id get_valid_hallucination() const
static MonsterGenerator & generator()
npc_class_id NC_HALLU("NC_HALLU")

References critter_at(), critter_tracker, MonsterGenerator::generator(), get_levx(), get_levy(), MonsterGenerator::get_valid_hallucination(), overmapbuffer::insert_npc(), load_npcs(), NC_HALLU, one_in(), and overmap_buffer.

◆ spell_events_subscriber()

spell_events & game::spell_events_subscriber ( )

Definition at line 2722 of file game.cpp.

2723{
2724 return *spell_events_ptr;
2725}

References spell_events_ptr.

◆ start_calendar()

void game::start_calendar ( )

Definition at line 11572 of file game.cpp.

11573{
11574 const bool scen_season = scen->has_flag( "SPR_START" ) || scen->has_flag( "SUM_START" ) ||
11575 scen->has_flag( "AUT_START" ) || scen->has_flag( "WIN_START" ) ||
11576 scen->has_flag( "SUM_ADV_START" );
11577
11579 if( scen_season ) {
11580 // Configured starting date overridden by scenario, calendar_config.start is left as Spring 1
11582 get_option<int>( "INITIAL_TIME" );
11583 calendar_config._start_of_game = calendar::turn_zero + 1_hours * get_option<int>( "INITIAL_TIME" );
11584 if( scen->has_flag( "SPR_START" ) ) {
11586 } else if( scen->has_flag( "SUM_START" ) ) {
11589 } else if( scen->has_flag( "AUT_START" ) ) {
11592 } else if( scen->has_flag( "WIN_START" ) ) {
11595 } else if( scen->has_flag( "SUM_ADV_START" ) ) {
11598 } else {
11599 debugmsg( "The Unicorn" );
11600 }
11601 } else {
11602 // No scenario, so use the starting date+time configured in world options
11603 int initial_days = get_option<int>( "INITIAL_DAY" );
11604 if( initial_days == -1 ) {
11605 // 0 - 363 for a 91 day season
11606 initial_days = rng( 0, get_option<int>( "SEASON_LENGTH" ) * 4 - 1 );
11607 }
11609
11610 // Determine the season based off how long the seasons are set to be
11611 // First take the number of season elapsed up to the starting date, then mod by 4 to get the season of the current year
11612 const int season_number = ( initial_days / get_option<int>( "SEASON_LENGTH" ) ) % 4;
11613 if( season_number == 0 ) {
11615 } else if( season_number == 1 ) {
11617 } else if( season_number == 2 ) {
11619 } else {
11621 }
11622
11624 + 1_hours * get_option<int>( "INITIAL_TIME" )
11625 + 1_days * get_option<int>( "SPAWN_DELAY" );
11626 }
11627
11629}
@ WINTER
Definition: calendar.h:21
@ AUTUMN
Definition: calendar.h:20
@ SUMMER
Definition: calendar.h:19
@ SPRING
Definition: calendar.h:18
time_duration season_length() const
Definition: calendar.h:569
const scenario * scen
Definition: game.h:981
bool has_flag(const std::string &flag) const
Such as a seasonal start, fiery start, surrounded start, etc.
Definition: scenario.cpp:439

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, AUTUMN, calendar::config, debugmsg, scenario::has_flag(), rng(), scen, calendar_config::season_length(), SPRING, SUMMER, calendar::turn, calendar::turn_zero, and WINTER.

Referenced by start_game().

◆ start_game()

bool game::start_game ( )
private

Definition at line 554 of file game.cpp.

555{
556 if( !gamemode ) {
557 gamemode = std::make_unique<special_game>();
558 }
559
560 seed = rng_bits();
561 new_game = true;
564 safe_mode = ( get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF );
565 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
568
570
573 popup.message( "%s", _( "Please wait as we build your world" ) );
576
577 load_master();
578 u.setID( assign_npc_id() ); // should be as soon as possible, but *after* load_master
579
583 do {
584 omtstart = start_loc.find_player_initial_location();
585 if( omtstart == overmap::invalid_tripoint ) {
586 if( query_yn(
587 _( "Try again?\n\nIt may require several attempts until the game finds a valid starting location." ) ) ) {
590 } else {
591 return false;
592 }
593 }
594 } while( omtstart == overmap::invalid_tripoint );
595
596 start_loc.prepare_map( omtstart );
597
598 // Place vehicles spawned by scenario or profession, has to be placed very early to avoid bugs.
599 if( u.starting_vehicle &&
600 !place_vehicle_nearby( u.starting_vehicle, omtstart.xy(), 0, 30,
601 std::vector<std::string> {} ) ) {
602 debugmsg( "could not place starting vehicle" );
603 }
604
605 if( scen->has_map_extra() ) {
606 // Map extras can add monster spawn points and similar and should be done before the main
607 // map is loaded.
608 start_loc.add_map_extra( omtstart, scen->get_map_extra() );
609 }
610
611 // TODO: fix point types
612 tripoint lev = project_to<coords::sm>( omtstart ).raw();
613 // The player is centered in the map, but lev[xyz] refers to the top left point of the map
614 lev.x -= HALF_MAPSIZE;
615 lev.y -= HALF_MAPSIZE;
616 load_map( lev, /*pump_events=*/true );
617
620 // Do this after the map cache has been built!
621 start_loc.place_player( u );
622 // ...but then rebuild it, because we want visibility cache to avoid spawning monsters in sight
625 // Start the overmap with out immediate neighborhood visible, this needs to be after place_player
627 get_option<int>( "DISTANCE_INITIAL_VISIBILITY" ), 0 );
628
629 u.moves = 0;
630 u.process_turn(); // process_turn adds the initial move points
634 u.next_climate_control_check = calendar::before_time_starts; // Force recheck at startup
636
637 //Reset character safe mode/pickup rules
642
643 //Put some NPCs in there!
644 if( get_option<std::string>( "STARTING_NPC" ) == "always" ||
645 ( get_option<std::string>( "STARTING_NPC" ) == "scenario" &&
646 !g->scen->has_flag( "LONE_START" ) ) ) {
648 }
649 //Load NPCs. Set nearby npcs to active.
650 load_npcs();
651 // Spawn the monsters
652 const bool spawn_near =
653 get_option<bool>( "BLACK_ROAD" ) || g->scen->has_flag( "SUR_START" );
654 // Surrounded start ones
655 if( spawn_near ) {
656 start_loc.surround_with_monsters( omtstart, mongroup_id( "GROUP_ZOMBIE" ), 70 );
657 }
658
659 m.spawn_monsters( !spawn_near ); // Static monsters
660
661 // Make sure that no monsters are near the player
662 // This can happen in lab starts
663 if( !spawn_near ) {
664 for( monster &critter : all_monsters() ) {
665 if( rl_dist( critter.pos(), u.pos() ) <= 5 ||
666 m.clear_path( critter.pos(), u.pos(), 40, 1, 100 ) ) {
667 remove_zombie( critter );
668 }
669 }
670 }
671
672 //Create mutation_category_level
674 //Calculate mutation drench protection stats
677 if( scen->has_flag( "FIRE_START" ) ) {
678 start_loc.burn( omtstart, 3, 3 );
679 }
680 if( scen->has_flag( "INFECTED" ) ) {
682 }
683 if( scen->has_flag( "BAD_DAY" ) ) {
684 u.add_effect( effect_flu, 1000_minutes );
685 u.add_effect( effect_drunk, 270_minutes );
686 u.add_morale( MORALE_FEELING_BAD, -100, -100, 50_minutes, 50_minutes );
687 }
688 if( scen->has_flag( "HELI_CRASH" ) ) {
689 start_loc.handle_heli_crash( u );
690 bool success = false;
691 for( auto v : m.get_vehicles() ) {
692 std::string name = v.v->type.str();
693 std::string search = std::string( "helicopter" );
694 if( name.find( search ) != std::string::npos ) {
695 for( const vpart_reference &vp : v.v->get_any_parts( VPFLAG_CONTROLS ) ) {
696 const tripoint pos = vp.pos();
697 u.setpos( pos );
698
699 // Delete the items that would have spawned here from a "corpse"
700 for( auto sp : v.v->parts_at_relative( vp.mount(), true ) ) {
701 vehicle_stack here = v.v->get_items( sp );
702
703 for( auto iter = here.begin(); iter != here.end(); ) {
704 iter = here.erase( iter );
705 }
706 }
707
708 auto mons = critter_tracker->find( pos );
709 if( mons != nullptr ) {
710 critter_tracker->remove( *mons );
711 }
712
713 success = true;
714 break;
715 }
716 if( success ) {
717 v.v->name = "Bird Wreckage";
718 break;
719 }
720 }
721 }
722 }
723 if( scen->has_flag( "BORDERED" ) ) {
724 overmap &starting_om = get_cur_om();
725 for( int z = -OVERMAP_DEPTH; z <= OVERMAP_HEIGHT; z++ ) {
726 starting_om.place_special_forced( overmap_special_id( "world" ), { 0, 0, z },
728 }
729
730 }
731 for( auto &e : u.inv_dump() ) {
732 e->set_owner( g->u );
733 }
734 // Now that we're done handling coordinates, ensure the player's submap is in the center of the map
735 update_map( u );
736 // Profession pets
737 for( const mtype_id &elem : u.starting_pets ) {
738 if( monster *const mon = place_critter_around( elem, u.pos(), 5 ) ) {
739 mon->friendly = -1;
740 mon->add_effect( effect_pet, 1_turns, num_bp );
741 } else {
742 add_msg( m_debug, "cannot place starting pet, no space!" );
743 }
744 }
745 // Assign all of this scenario's missions to the player.
746 for( const mission_type_id &m : scen->missions() ) {
747 const auto mission = mission::reserve_new( m, character_id() );
748 mission->assign( u );
749 }
750
751 g->events().send<event_type::game_start>( u.getID() );
752 return true;
753}
body_part random_body_part(bool main_parts_only)
Returns a random body_part token.
Definition: bodypart.cpp:366
bool last_climate_control_ret
Definition: character.h:2263
void drench_mut_calc()
Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)
Definition: character.cpp:7775
void set_stamina(int new_stamina)
Definition: character.cpp:7066
time_point next_climate_control_check
Definition: character.h:2262
int get_stamina_max() const
Definition: character.cpp:7055
void set_highest_cat_level()
Recalculates mutation_category_level[] values for the player.
Definition: character.cpp:7752
void default_initialize()
Perform default initialization.
Definition: auto_note.cpp:101
void start_calendar()
Definition: game.cpp:11572
void create_starting_npcs()
Definition: game.cpp:881
overmap & get_cur_om() const
The overmap which contains the center submap of the reality bubble.
Definition: game.cpp:11872
vehicle * place_vehicle_nearby(const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
Definition: game.cpp:755
bool clear_path(const tripoint &f, const tripoint &t, int range, int cost_min, int cost_max) const
Check whether there's a direct line of sight between F and T with the additional movecost restraints.
Definition: map.cpp:6500
static mission * reserve_new(const mission_type_id &type, const character_id &npc_id)
Create a new mission of the given type and assign it to the given npc.
Definition: mission.cpp:64
void assign(avatar &u)
Assigns the mission to the player.
Definition: mission.cpp:210
void place_special_forced(const overmap_special_id &special_id, const tripoint_om_omt &p, om_direction::type dir)
Definition: overmap.cpp:2164
bool reveal(const point_abs_omt &center, int radius, int z)
Mark a square area around center on Z-level z as seen.
bool random_start_location
Definition: player.h:238
vproto_id starting_vehicle
Definition: player.h:250
std::vector< mtype_id > starting_pets
Definition: player.h:251
start_location_id start_location
Definition: player.h:239
void clear_character_rules()
bool has_map_extra() const
Definition: scenario.cpp:454
const std::string & get_map_extra() const
Definition: scenario.cpp:458
const std::vector< mission_type_id > & missions() const
Definition: scenario.cpp:462
start_location_id random_start_location() const
Definition: scenario.cpp:232
void burn(const tripoint_abs_omt &omtstart, size_t count, int rad) const
Burn random terrain / furniture with FLAMMABLE or FLAMMABLE_ASH tag.
void surround_with_monsters(const tripoint_abs_omt &omtstart, const mongroup_id &type, float expected_points) const
Adds surround start monsters.
void prepare_map(const tripoint_abs_omt &omtstart) const
Initialize the map at players start location using prepare_map.
void place_player(player &u) const
Place the player somewhere in the reality bubble (g->m).
void handle_heli_crash(player &u) const
tripoint_abs_omt find_player_initial_location() const
Find a suitable start location on the overmap.
void add_map_extra(const tripoint_abs_omt &omtstart, const std::string &map_extra) const
Adds a map extra, see map_extras.h and map_extras.cpp.
const T & obj() const
Returns the actual object this id refers to.
Definition: achievement.cpp:58
iterator erase(const_iterator it) override
Definition: vehicle.cpp:231
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_infected("infected")
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
static const efftype_id effect_flu("flu")
static constexpr int SPRING_TEMPERATURE
Base starting spring temperature in F used for climate, weather and temperature calculation.
void update_weather()
Definition: weather.cpp:1056
const morale_type MORALE_FEELING_BAD("morale_feeling_bad")
static bool search(const ui_adaptor &om_ui, tripoint_abs_omt &curs, const tripoint_abs_omt &orig)
unsigned int rng_bits()
Definition: rng.cpp:12
string_id< overmap_special > overmap_special_id
Definition: type_id.h:137
string_id< MonsterGroup > mongroup_id
Definition: type_id.h:108
@ VPFLAG_CONTROLS
Definition: veh_type.h:41

References _, Creature::add_effect(), start_location::add_map_extra(), Character::add_morale(), add_msg(), all_monsters(), mission::assign(), assign_npc_id(), calendar::before_time_starts, item_stack::begin(), map::build_map_cache(), start_location::burn(), character_id, auto_notes::auto_note_settings::clear(), mapbuffer::clear(), overmapbuffer::clear(), auto_pickup::player_settings::clear_character_rules(), safemode::clear_character_rules(), map::clear_path(), create_starting_npcs(), critter_tracker, debugmsg, auto_notes::auto_note_settings::default_initialize(), Character::drench_mut_calc(), effect_accumulated_mutagen, effect_drunk, effect_flu, effect_infected, effect_pet, item_stack::end(), vehicle_stack::erase(), start_location::find_player_initial_location(), g, game_start, gamemode, get_auto_notes_settings(), get_auto_pickup(), get_cur_om(), get_distraction_manager(), get_levz(), scenario::get_map_extra(), get_safemode(), Character::get_stamina_max(), map::get_vehicles(), get_weather, Character::getID(), Character::global_omt_location(), HALF_MAPSIZE, start_location::handle_heli_crash(), scenario::has_flag(), scenario::has_map_extra(), init_autosave(), Character::inv_dump(), overmap::invalid_tripoint, map::invalidate_map_cache(), Character::last_climate_control_ret, distraction_manager::distraction_manager_gui::load(), safemode::load_global(), load_map(), load_master(), load_npcs(), m, m_debug, MAPBUFFER, scenario::missions(), MORALE_FEELING_BAD, mostseen, Creature::moves, om_direction::name(), new_game, Character::next_climate_control_check, weather_manager::nextweather, om_direction::north, num_bp, string_id< T >::obj(), overmap_buffer, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_critter_around(), start_location::place_player(), overmap::place_special_forced(), place_vehicle_nearby(), popup(), Character::pos(), start_location::prepare_map(), Character::process_turn(), query_yn(), random_body_part(), player::random_start_location, scenario::random_start_location(), ui_manager::redraw(), refresh_display(), remove_zombie(), mission::reserve_new(), overmapbuffer::reveal(), rl_dist(), rng_bits(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, scen, overmap_ui::search(), seed, Character::set_highest_cat_level(), Character::set_stamina(), Character::setID(), Character::setpos(), map::spawn_monsters(), SPRING_TEMPERATURE, start_calendar(), player::start_location, player::starting_pets, player::starting_vehicle, behavior::success, start_location::surround_with_monsters(), weather_manager::temperature, calendar::turn, u, update_map(), weather_manager::update_weather(), VPFLAG_CONTROLS, tripoint::x, coords::coord_point< Point, Origin, Scale >::xy(), and tripoint::y.

◆ start_hauling()

void game::start_hauling ( const tripoint pos)

Definition at line 10372 of file game.cpp.

10373{
10374 // Find target items and quantities thereof for the new activity
10375 std::vector<item_location> target_items;
10376 std::vector<int> quantities;
10377
10378 map_stack items = m.i_at( pos );
10379 for( item &it : items ) {
10380 // Liquid cannot be picked up
10381 if( it.made_of( LIQUID ) ) {
10382 continue;
10383 }
10384 target_items.emplace_back( map_cursor( pos ), &it );
10385 // Quantity of 0 means move all
10386 quantities.push_back( 0 );
10387 }
10388
10389 if( target_items.empty() ) {
10390 // Nothing to haul
10391 return;
10392 }
10393
10394 // Whether the destination is inside a vehicle (not supported)
10395 const bool to_vehicle = false;
10396 // Destination relative to the player
10397 const tripoint relative_destination{};
10398
10400 target_items,
10401 quantities,
10402 to_vehicle,
10403 relative_destination
10404 ) ) );
10405}

References Character::assign_activity(), map::i_at(), LIQUID, m, and u.

Referenced by vertical_move(), and walk_move().

◆ stats()

stats_tracker & game::stats ( )

Definition at line 2712 of file game.cpp.

2713{
2714 return *stats_tracker_ptr;
2715}

References stats_tracker_ptr.

Referenced by death_screen(), handle_action(), setup(), and win().

◆ swap_critters()

bool game::swap_critters ( Creature a,
Creature b 
)

Swaps positions of two creatures.

Definition at line 4756 of file game.cpp.

4757{
4758 if( &a == &b ) {
4759 // No need to do anything, but print a debugmsg anyway
4760 debugmsg( "Tried to swap %s with itself", a.disp_name() );
4761 return true;
4762 }
4763 if( critter_at( a.pos() ) != &a ) {
4764 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
4765 b.disp_name(), critter_at( a.pos() )->disp_name() );
4766 return false;
4767 }
4768 if( critter_at( b.pos() ) != &b ) {
4769 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
4770 a.disp_name(), critter_at( b.pos() )->disp_name() );
4771 return false;
4772 }
4773 // Simplify by "sorting" the arguments
4774 // Only the first argument can be u
4775 // If swapping player/npc with a monster, monster is second
4776 bool a_first = a.is_player() ||
4777 ( a.is_npc() && !b.is_player() );
4778 Creature &first = a_first ? a : b;
4779 Creature &second = a_first ? b : a;
4780 // Possible options:
4781 // both first and second are monsters
4782 // second is a monster, first is a player or an npc
4783 // first is a player, second is an npc
4784 // both first and second are npcs
4785 if( first.is_monster() ) {
4786 monster *m1 = dynamic_cast< monster * >( &first );
4787 monster *m2 = dynamic_cast< monster * >( &second );
4788 if( m1 == nullptr || m2 == nullptr || m1 == m2 ) {
4789 debugmsg( "Couldn't swap two monsters" );
4790 return false;
4791 }
4792
4793 critter_tracker->swap_positions( *m1, *m2 );
4794 return true;
4795 }
4796
4797 player *u_or_npc = dynamic_cast< player * >( &first );
4798 player *other_npc = dynamic_cast< player * >( &second );
4799
4800 if( u_or_npc->in_vehicle ) {
4801 m.unboard_vehicle( u_or_npc->pos() );
4802 }
4803
4804 if( other_npc && other_npc->in_vehicle ) {
4805 m.unboard_vehicle( other_npc->pos() );
4806 }
4807
4808 tripoint temp = second.pos();
4809 second.setpos( first.pos() );
4810
4811 if( first.is_player() ) {
4812 walk_move( temp );
4813 } else {
4814 first.setpos( temp );
4815 if( m.veh_at( u_or_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
4816 m.board_vehicle( u_or_npc->pos(), u_or_npc );
4817 }
4818 }
4819
4820 if( other_npc && m.veh_at( other_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
4821 m.board_vehicle( other_npc->pos(), other_npc );
4822 }
4823 return true;
4824}
virtual bool is_monster() const
Definition: creature.h:101
virtual bool is_player() const
Definition: creature.h:92
virtual void setpos(const tripoint &pos)=0
bool walk_move(const tripoint &dest, bool via_ramp=false)
Definition: game.cpp:8752
constexpr double a
Definition: magic.cpp:1030
constexpr double b
Definition: magic.cpp:1031
@ VPFLAG_BOARDABLE
Definition: veh_type.h:39

References a, b, map::board_vehicle(), critter_at(), critter_tracker, debugmsg, Character::in_vehicle, Creature::is_monster(), Creature::is_player(), m, optional_vpart_position::part_with_feature(), Creature::pos(), Character::pos(), second, Creature::setpos(), map::unboard_vehicle(), map::veh_at(), VPFLAG_BOARDABLE, and walk_move().

Referenced by npc_menu().

◆ take_screenshot() [1/2]

bool game::take_screenshot ( ) const

Saves a screenshot of the current viewport, as a PNG file.

Filesystem location is derived from the current world and character.

Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7138 of file game.cpp.

7139{
7140 popup( _( "This binary was not compiled with tiles support." ) );
7141 return false;
7142}

References _, and popup().

Referenced by do_turn().

◆ take_screenshot() [2/2]

bool game::take_screenshot ( const std::string &  file_path) const

Saves a screenshot of the current viewport, as a PNG file, to the given location.

Parameters
file_pathA full path to the file where the screenshot should be saved.
Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7132 of file game.cpp.

7133{
7134 popup( _( "This binary was not compiled with tiles support." ) );
7135 return false;
7136}

References _, and popup().

◆ temp_exit_fullscreen()

void game::temp_exit_fullscreen ( )

Definition at line 453 of file game.cpp.

454{
455 if( fullscreen ) {
456 was_fullscreen = true;
458 } else {
459 was_fullscreen = false;
460 }
461}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ toggle_debug_hour_timer()

void game::toggle_debug_hour_timer ( )

Definition at line 11179 of file game.cpp.

11180{
11182}

References game::debug_hour_timer::toggle().

Referenced by handle_action(), and look_around().

◆ toggle_fullscreen()

void game::toggle_fullscreen ( )

Definition at line 406 of file game.cpp.

407{
408#if !defined(TILES)
411#else
412 toggle_fullscreen_window();
413#endif
414}

References fullscreen, and mark_main_ui_adaptor_resize().

Referenced by handle_action(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ toggle_gate()

void game::toggle_gate ( const tripoint p)

Definition at line 5125 of file game.cpp.

5126{
5127 gates::toggle_gate( p, u );
5128}
void toggle_gate(const tripoint &pos, player &p)
opens/closes the gate via player's activity
Definition: gates.cpp:236

References gates::toggle_gate(), and u.

◆ toggle_pixel_minimap()

void game::toggle_pixel_minimap ( )

Definition at line 416 of file game.cpp.

417{
418#if defined(TILES)
420 clear_window_area( w_pixel_minimap );
421 }
424#endif // TILES
425}

References mark_main_ui_adaptor_resize(), pixel_minimap_option, and w_pixel_minimap.

Referenced by handle_action(), and look_around().

◆ try_get_left_click_action()

bool game::try_get_left_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2292 of file game.cpp.

2293{
2294 bool new_destination = true;
2295 if( !destination_preview.empty() ) {
2296 auto &final_destination = destination_preview.back();
2297 if( final_destination.x == mouse_target.x && final_destination.y == mouse_target.y ) {
2298 // Second click
2299 new_destination = false;
2301 destination_preview.clear();
2303 if( act == ACTION_NULL ) {
2304 // Something went wrong
2306 return false;
2307 }
2308 }
2309 }
2310
2311 if( new_destination ) {
2313 u.get_path_avoid() );
2314 return false;
2315 }
2316
2317 return true;
2318}

References act, ACTION_NULL, Character::clear_destination(), destination_preview, Character::get_next_auto_move_direction(), Character::get_path_avoid(), Character::get_pathfinding_settings(), m, Character::pos(), map::route(), Character::set_destination(), u, tripoint::x, and tripoint::y.

Referenced by handle_action().

◆ try_get_right_click_action()

bool game::try_get_right_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2320 of file game.cpp.

2321{
2322 const bool cleared_destination = !destination_preview.empty();
2324 destination_preview.clear();
2325
2326 if( cleared_destination ) {
2327 // Produce no-op if auto-move had just been cleared on this action
2328 // e.g. from a previous single left mouse click. This has the effect
2329 // of right-click canceling an auto-move before it is initiated.
2330 return false;
2331 }
2332
2333 const bool is_adjacent = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 1;
2334 const bool is_self = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 0;
2335 if( const monster *const mon = critter_at<monster>( mouse_target ) ) {
2336 if( !u.sees( *mon ) ) {
2337 add_msg( _( "Nothing relevant here." ) );
2338 return false;
2339 }
2340
2341 if( !u.weapon.is_gun() ) {
2342 add_msg( m_info, _( "You are not wielding a ranged weapon." ) );
2343 return false;
2344 }
2345
2346 // TODO: Add weapon range check. This requires weapon to be reloaded.
2347
2348 act = ACTION_FIRE;
2349 } else if( is_adjacent &&
2350 m.close_door( tripoint( mouse_target.xy(), u.posz() ), !m.is_outside( u.pos() ),
2351 true ) ) {
2352 act = ACTION_CLOSE;
2353 } else if( is_self ) {
2355 } else if( is_adjacent ) {
2357 } else {
2358 add_msg( _( "Nothing relevant here." ) );
2359 return false;
2360 }
2361
2362 return true;
2363}
bool close_door(const tripoint &p, bool inside, bool check_only)
Definition: map.cpp:4066
static bool is_adjacent(const monster &z, const Creature &target)

References _, act, ACTION_CLOSE, ACTION_EXAMINE, ACTION_FIRE, ACTION_PICKUP, add_msg(), Character::clear_destination(), map::close_door(), destination_preview, is_adjacent(), item::is_gun(), map::is_outside(), m, m_info, Character::pos(), Character::posx(), Character::posy(), Character::posz(), Character::sees(), square_dist(), u, Character::weapon, and tripoint::xy().

Referenced by handle_action().

◆ unload_npcs()

void game::unload_npcs ( )
private

Unloads all NPCs.

If you call this you must later call load_npcs, lest caches get rather confused. The tests used to call this a lot when they shouldn't. It is now private to reduce the chance of similar problems in the future.

Definition at line 859 of file game.cpp.

860{
861 for( const auto &npc : active_npc ) {
862 npc->on_unload();
863 }
864
865 active_npc.clear();
866}
void on_unload()
Do some cleanup and caching as npc is being unloaded from map.
Definition: npc.cpp:2665

References active_npc, and npc::on_unload().

Referenced by place_player_overmap(), and reload_npcs().

◆ unserialize()

void game::unserialize ( std::istream &  fin)

Definition at line 167 of file savegame.cpp.

168{
169 chkversion( fin );
170 int tmpturn = 0;
171 int tmpcalstart = 0;
172 int tmprun = 0;
173 tripoint lev;
174 point com;
175 JsonIn jsin( fin );
176 try {
177 JsonObject data = jsin.get_object();
178
179 data.read( "turn", tmpturn );
180 data.read( "calendar_start", tmpcalstart );
182 calendar_config._initial_season = static_cast<season_type>( data.get_int( "initial_season",
183 static_cast<int>( SPRING ) ) );
184 // 0.E stable
185 if( savegame_loading_version < 26 ) {
186 tmpturn *= 6;
187 tmpcalstart *= 6;
188 }
191 tmpcalstart );
192
193 if( !data.read( "game_start", calendar_config._start_of_game ) ) {
195 }
196
197 data.read( "auto_travel_mode", auto_travel_mode );
198 data.read( "run_mode", tmprun );
199 data.read( "mostseen", mostseen );
200 data.read( "levx", lev.x );
201 data.read( "levy", lev.y );
202 data.read( "levz", lev.z );
203 data.read( "om_x", com.x );
204 data.read( "om_y", com.y );
205
206 load_map(
207 tripoint( lev.x + com.x * OMAPX * 2, lev.y + com.y * OMAPY * 2, lev.z ),
208 /*pump_events=*/true
209 );
210
211 safe_mode = static_cast<safe_mode_type>( tmprun );
212 if( get_option<bool>( "SAFEMODE" ) && safe_mode == SAFE_MODE_OFF ) {
214 }
215
216 std::string linebuff;
217 std::string linebuf;
218 if( data.read( "grscent", linebuf ) && data.read( "typescent", linebuff ) ) {
219 scent.deserialize( linebuf );
220 scent.deserialize( linebuff, true );
221 } else {
222 scent.reset();
223 }
224 data.read( "active_monsters", *critter_tracker );
225
226 coming_to_stairs.clear();
227 for( auto elem : data.get_array( "stair_monsters" ) ) {
228 monster stairtmp;
229 elem.read( stairtmp );
230 coming_to_stairs.push_back( stairtmp );
231 }
232
233 if( data.has_object( "kill_tracker" ) ) {
234 data.read( "kill_tracker", *kill_tracker_ptr );
235 } else {
236 // Legacy support for when kills were stored directly in game
237 std::map<mtype_id, int> kills;
238 std::vector<std::string> npc_kills;
239 for( const JsonMember member : data.get_object( "kills" ) ) {
240 kills[mtype_id( member.name() )] = member.get_int();
241 }
242
243 for( const std::string npc_name : data.get_array( "npc_kills" ) ) {
244 npc_kills.push_back( npc_name );
245 }
246
247 kill_tracker_ptr->reset( kills, npc_kills );
248 }
249
250 data.read( "player", u );
252 data.read( "stats_tracker", *stats_tracker_ptr );
253 data.read( "achievements_tracker", *achievements_tracker_ptr );
254 data.read( "token_provider", token_provider_ptr );
256 Messages::deserialize( data );
257
258 } catch( const JsonError &jsonerr ) {
259 debugmsg( "Bad save json\n%s", jsonerr.c_str() );
260 return;
261 }
262}
season_type
Real world seasons.
Definition: calendar.h:17
Represents a member of a JsonObject.
Definition: json.h:1249
JsonObject get_object(const std::string &name) const
Definition: json.cpp:429
bool has_object(const std::string &name) const
Definition: json.cpp:493
JsonArray get_array(const std::string &name) const
Definition: json.cpp:400
int get_int(const std::string &name) const
Definition: json.cpp:350
bool read(const std::string &name, T &t, bool throw_on_error=true) const
Definition: json.h:941
void deserialize(const std::string &data, bool is_type=false)
Definition: savegame.cpp:264
safe_mode_type
Definition: game.h:76
static constexpr int OMAPY
static constexpr int OMAPX
Size of the overmap.
void deserialize(const JsonObject &json)
Definition: messages.cpp:330
std::string member
Definition: mapgen.cpp:410
static void chkversion(std::istream &fin)
Definition: savegame.cpp:148
int savegame_loading_version
Definition: savegame.cpp:64

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, JsonError::c_str(), chkversion(), coming_to_stairs, calendar::config, critter_tracker, debugmsg, Messages::deserialize(), scent_map::deserialize(), time_duration::from_turns(), JsonObject::get_array(), JsonObject::get_int(), JsonIn::get_object(), JsonObject::get_object(), JsonObject::has_object(), inp_mngr, kill_tracker_ptr, load_map(), mapgen_defer::member, mostseen, mtype_id, OMAPX, OMAPY, input_manager::pump_events(), JsonObject::read(), scent_map::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, savegame_loading_version, scent, SPRING, stats_tracker_ptr, token_provider_ptr, calendar::turn, calendar::turn_zero, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by load().

◆ unserialize_master()

void game::unserialize_master ( std::istream &  fin)

Definition at line 1193 of file savegame.cpp.

1194{
1196 chkversion( fin );
1197 if( savegame_loading_version < 11 ) {
1198 std::unique_ptr<static_popup>popup = std::make_unique<static_popup>();
1199 popup->message(
1200 _( "Cannot find loader for save data in old version %d, attempting to load as current version %d." ),
1204 }
1205 try {
1206 // single-pass parsing example
1207 JsonIn jsin( fin );
1208 jsin.start_object();
1209 while( !jsin.end_object() ) {
1210 std::string name = jsin.get_member_name();
1211 if( name == "next_mission_id" ) {
1212 next_mission_id = jsin.get_int();
1213 } else if( name == "next_npc_id" ) {
1214 next_npc_id.deserialize( jsin );
1215 } else if( name == "active_missions" ) {
1217 } else if( name == "factions" ) {
1218 jsin.read( *faction_manager_ptr );
1219 } else if( name == "seed" ) {
1220 jsin.read( seed );
1221 } else if( name == "weather" ) {
1222 JsonObject w = jsin.get_object();
1223 w.read( "lightning", get_weather().lightning_active );
1224 } else {
1225 // silently ignore anything else
1226 jsin.skip_value();
1227 }
1228 }
1229 } catch( const JsonError &e ) {
1230 debugmsg( "error loading %s: %s", SAVE_MASTER, e.c_str() );
1231 }
1232}
void deserialize(JsonIn &)
static void unserialize_all(JsonIn &jsin)
Definition: savegame.cpp:1183

References _, JsonError::c_str(), chkversion(), debugmsg, character_id::deserialize(), JsonIn::end_object(), faction_manager_ptr, JsonIn::get_int(), JsonIn::get_member_name(), JsonIn::get_object(), get_weather, om_direction::name(), next_mission_id, next_npc_id, popup(), JsonIn::read(), JsonObject::read(), ui_manager::redraw(), refresh_display(), SAVE_MASTER(), savegame_loading_version, savegame_version, seed, JsonIn::skip_value(), JsonIn::start_object(), and mission::unserialize_all().

Referenced by load_master().

◆ update_map() [1/2]

point game::update_map ( int &  x,
int &  y 
)

Definition at line 10640 of file game.cpp.

10641{
10642 point shift;
10643
10644 while( x < HALF_MAPSIZE_X ) {
10645 x += SEEX;
10646 shift.x--;
10647 }
10648 while( x >= HALF_MAPSIZE_X + SEEX ) {
10649 x -= SEEX;
10650 shift.x++;
10651 }
10652 while( y < HALF_MAPSIZE_Y ) {
10653 y += SEEY;
10654 shift.y--;
10655 }
10656 while( y >= HALF_MAPSIZE_Y + SEEY ) {
10657 y -= SEEY;
10658 shift.y++;
10659 }
10660
10661 if( shift == point_zero ) {
10662 // adjust player position
10663 u.setpos( tripoint( x, y, get_levz() ) );
10664 // Update what parts of the world map we can see
10665 // We need this call because even if the map hasn't shifted we may have changed z-level and can now see farther
10666 // TODO: only make this call if we changed z-level
10668 // Not actually shifting the submaps, all the stuff below would do nothing
10669 return point_zero;
10670 }
10671
10672 // this handles loading/unloading submaps that have scrolled on or off the viewport
10673 // NOLINTNEXTLINE(cata-use-named-point-constants)
10674 inclusive_rectangle<point> size_1( point( -1, -1 ), point( 1, 1 ) );
10675 point remaining_shift = shift;
10676 while( remaining_shift != point_zero ) {
10677 point this_shift = clamp( remaining_shift, size_1 );
10678 m.shift( this_shift );
10679 remaining_shift -= this_shift;
10680 }
10681
10682 grid_tracker_ptr->load( m );
10683
10684 // Shift monsters
10685 shift_monsters( tripoint( shift, 0 ) );
10686 const point shift_ms = sm_to_ms_copy( shift );
10687 u.shift_destination( -shift_ms );
10688
10689 // Shift NPCs
10690 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
10691 ( *it )->shift( shift );
10692 if( ( *it )->posx() < 0 - SEEX * 2 || ( *it )->posy() < 0 - SEEX * 2 ||
10693 ( *it )->posx() > SEEX * ( MAPSIZE + 2 ) || ( *it )->posy() > SEEY * ( MAPSIZE + 2 ) ) {
10694 //Remove the npc from the active list. It remains in the overmap list.
10695 ( *it )->on_unload();
10696 it = active_npc.erase( it );
10697 } else {
10698 it++;
10699 }
10700 }
10701
10702 scent.shift( shift_ms );
10703
10704 // Also ensure the player is on current z-level
10705 // get_levz() should later be removed, when there is no longer such a thing
10706 // as "current z-level"
10707 u.setpos( tripoint( x, y, get_levz() ) );
10708
10709 // Only do the loading after all coordinates have been shifted.
10710
10711 // Check for overmap saved npcs that should now come into view.
10712 // Put those in the active list.
10713 load_npcs();
10714
10715 // Make sure map cache is consistent since it may have shifted.
10716 if( m.has_zlevels() ) {
10717 for( int zlev = -OVERMAP_DEPTH; zlev <= OVERMAP_HEIGHT; ++zlev ) {
10718 m.invalidate_map_cache( zlev );
10719 }
10720 } else {
10722 }
10724
10725 // Spawn monsters if appropriate
10726 // This call will generate new monsters in addition to loading, so it's placed after NPC loading
10727 m.spawn_monsters( false ); // Static monsters
10728
10729 // Update what parts of the world map we can see
10731
10732 return shift;
10733}
void shift_destination(point shift)
void shift_monsters(const tripoint &shift)
Shift all active monsters, the shift vector is the number of shifted submaps.
Definition: game.cpp:11009
void shift(point s)
Shift the map along the vector s.
Definition: map.cpp:6872
void shift(point sm_shift)
Definition: scent_map.cpp:82
point sm_to_ms_copy(point p)
static constexpr int HALF_MAPSIZE_Y
static constexpr int HALF_MAPSIZE_X

References active_npc, map::build_map_cache(), clamp(), get_levz(), grid_tracker_ptr, HALF_MAPSIZE_X, HALF_MAPSIZE_Y, map::has_zlevels(), map::invalidate_map_cache(), load_npcs(), m, MAPSIZE, OVERMAP_DEPTH, OVERMAP_HEIGHT, point_zero, scent, SEEX, SEEY, Character::setpos(), map::shift(), scent_map::shift(), Character::shift_destination(), shift_monsters(), sm_to_ms_copy(), map::spawn_monsters(), u, update_overmap_seen(), point::x, and point::y.

◆ update_map() [2/2]

point game::update_map ( player p)

Definition at line 10634 of file game.cpp.

10635{
10636 point p2( p.posx(), p.posy() );
10637 return update_map( p2.x, p2.y );
10638}

References Character::posx(), Character::posy(), update_map(), point::x, and point::y.

Referenced by fling_creature(), load(), place_player(), start_game(), update_map(), and vertical_move().

◆ update_overmap_seen()

void game::update_overmap_seen ( )

Definition at line 10735 of file game.cpp.

10736{
10737 const tripoint_abs_omt ompos = u.global_omt_location();
10738 const int dist = u.overmap_sight_range( light_level( u.posz() ) );
10739 const int dist_squared = dist * dist;
10740 // We can always see where we're standing
10741 overmap_buffer.set_seen( ompos, true );
10742 for( const tripoint_abs_omt &p : points_in_radius( ompos, dist ) ) {
10743 const point_rel_omt delta = p.xy() - ompos.xy();
10744 const int h_squared = delta.x() * delta.x() + delta.y() * delta.y();
10745 if( trigdist && h_squared > dist_squared ) {
10746 continue;
10747 }
10748 if( delta == point_rel_omt() ) {
10749 // 1. This case is already handled outside of the loop
10750 // 2. Calculating multiplier would cause division by zero
10751 continue;
10752 }
10753 // If circular distances are enabled, scale overmap distances by the diagonality of the sight line.
10754 point abs_delta = delta.raw().abs();
10755 int max_delta = std::max( abs_delta.x, abs_delta.y );
10756 const float multiplier = trigdist ? std::sqrt( h_squared ) / max_delta : 1;
10757 const std::vector<tripoint_abs_omt> line = line_to( ompos, p );
10758 float sight_points = dist;
10759 for( auto it = line.begin();
10760 it != line.end() && sight_points >= 0; ++it ) {
10761 const oter_id &ter = overmap_buffer.ter( *it );
10762 sight_points -= static_cast<int>( ter->get_see_cost() ) * multiplier;
10763 }
10764 if( sight_points >= 0 ) {
10765 tripoint_abs_omt seen( p );
10766 do {
10767 overmap_buffer.set_seen( seen, true );
10768 --seen.z();
10769 } while( seen.z() >= 0 );
10770 }
10771 }
10772}
bool trigdist
Circular distances.
int overmap_sight_range(int light_level) const
Returns the distance the player can see on the overmap.
Definition: character.cpp:647
constexpr Point & raw()
Definition: coordinates.h:111
void set_seen(const tripoint_abs_omt &p, bool seen=true)
coords::coord_point< point, coords::origin::relative, coords::omt > point_rel_omt
Definition: coordinates.h:478
tripoint_range< Tripoint > points_in_radius(const Tripoint &center, const int radius, const int radiusz=0)
Definition: map_iterator.h:125
unsigned char get_see_cost() const
Definition: omdata.h:230

References oter_t::get_see_cost(), Character::global_omt_location(), light_level(), line(), line_to(), overmap_buffer, Character::overmap_sight_range(), points_in_radius(), Character::posz(), coords::coord_point< Point, Origin, Scale >::raw(), overmapbuffer::set_seen(), overmapbuffer::ter(), trigdist, u, coords::coord_point< Point, Origin, Scale >::x(), point::x, coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), point::y, and coords::coord_point< Point, Origin, Scale >::z().

Referenced by place_player_overmap(), and update_map().

◆ update_stair_monsters()

void game::update_stair_monsters ( )
private
Dodge reduces chance of being downed when pushed off the stairs

Definition at line 10787 of file game.cpp.

10788{
10789 // Search for the stairs closest to the player.
10790 std::vector<int> stairx;
10791 std::vector<int> stairy;
10792 std::vector<int> stairdist;
10793
10794 const bool from_below = monstairz < get_levz();
10795
10796 if( coming_to_stairs.empty() ) {
10797 return;
10798 }
10799
10800 if( m.has_zlevels() ) {
10801 debugmsg( "%d monsters coming to stairs on a map with z-levels",
10802 coming_to_stairs.size() );
10803 coming_to_stairs.clear();
10804 }
10805
10806 for( const tripoint &dest : m.points_on_zlevel( u.posz() ) ) {
10807 if( ( from_below && m.has_flag( "GOES_DOWN", dest ) ) ||
10808 ( !from_below && m.has_flag( "GOES_UP", dest ) ) ) {
10809 stairx.push_back( dest.x );
10810 stairy.push_back( dest.y );
10811 stairdist.push_back( rl_dist( dest, u.pos() ) );
10812 }
10813 }
10814 if( stairdist.empty() ) {
10815 return; // Found no stairs?
10816 }
10817
10818 // Find closest stairs.
10819 size_t si = 0;
10820 for( size_t i = 0; i < stairdist.size(); i++ ) {
10821 if( stairdist[i] < stairdist[si] ) {
10822 si = i;
10823 }
10824 }
10825
10826 // Find up to 4 stairs for distance stairdist[si] +1
10827 std::vector<int> nearest;
10828 nearest.push_back( si );
10829 for( size_t i = 0; i < stairdist.size() && nearest.size() < 4; i++ ) {
10830 if( ( i != si ) && ( stairdist[i] <= stairdist[si] + 1 ) ) {
10831 nearest.push_back( i );
10832 }
10833 }
10834 // Randomize the stair choice
10835 si = random_entry_ref( nearest );
10836
10837 // Attempt to spawn zombies.
10838 for( size_t i = 0; i < coming_to_stairs.size(); i++ ) {
10839 point mpos( stairx[si], stairy[si] );
10840 monster &critter = coming_to_stairs[i];
10841 const tripoint dest {
10842 mpos, g->get_levz()
10843 };
10844
10845 // We might be not be visible.
10846 if( ( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
10847 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
10848 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
10849 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) ) {
10850 continue;
10851 }
10852
10853 critter.staircount -= 4;
10854 // Let the player know zombies are trying to come.
10855 if( u.sees( dest ) ) {
10856 std::string dump;
10857 if( critter.staircount > 4 ) {
10858 dump += string_format( _( "You see a %s on the stairs" ), critter.name() );
10859 } else {
10860 if( critter.staircount > 0 ) {
10861 dump += ( from_below ?
10862 //~ The <monster> is almost at the <bottom/top> of the <terrain type>!
10863 string_format( _( "The %1$s is almost at the top of the %2$s!" ),
10864 critter.name(),
10865 m.tername( dest ) ) :
10866 string_format( _( "The %1$s is almost at the bottom of the %2$s!" ),
10867 critter.name(),
10868 m.tername( dest ) ) );
10869 }
10870 }
10871
10872 add_msg( m_warning, dump );
10873 } else {
10875 _( "a sound nearby from the stairs!" ), true, "misc", "stairs_movement" );
10876 }
10877
10878 if( critter.staircount > 0 ) {
10879 continue;
10880 }
10881
10882 if( is_empty( dest ) ) {
10883 critter.spawn( dest );
10884 critter.staircount = 0;
10885 place_critter_at( make_shared_fast<monster>( critter ), dest );
10886 if( u.sees( dest ) ) {
10887 if( !from_below ) {
10888 add_msg( m_warning, _( "The %1$s comes down the %2$s!" ),
10889 critter.name(),
10890 m.tername( dest ) );
10891 } else {
10892 add_msg( m_warning, _( "The %1$s comes up the %2$s!" ),
10893 critter.name(),
10894 m.tername( dest ) );
10895 }
10896 }
10897 coming_to_stairs.erase( coming_to_stairs.begin() + i );
10898 continue;
10899 } else if( u.pos() == dest ) {
10900 // Monster attempts to push player of stairs
10902 int tries = 0;
10903
10904 // the critter is now right on top of you and will attack unless
10905 // it can find a square to push you into with one of his tries.
10906 const int creature_push_attempts = 9;
10907 const int player_throw_resist_chance = 3;
10908
10909 critter.spawn( dest );
10910 while( tries < creature_push_attempts ) {
10911 tries++;
10912 push.x = rng( -1, 1 );
10913 push.y = rng( -1, 1 );
10914 point ipos( mpos + push );
10915 tripoint pos( ipos, get_levz() );
10916 if( ( push.x != 0 || push.y != 0 ) && !critter_at( pos ) &&
10917 critter.can_move_to( pos ) ) {
10918 bool resiststhrow = ( u.is_throw_immune() ) ||
10920 if( resiststhrow && one_in( player_throw_resist_chance ) ) {
10921 u.moves -= 25; // small charge for avoiding the push altogether
10922 add_msg( _( "The %s fails to push you back!" ),
10923 critter.name() );
10924 return; //judo or leg brace prevent you from getting pushed at all
10925 }
10926 // Not accounting for tentacles latching on, so..
10927 // Something is about to happen, lets charge half a move
10928 u.moves -= 50;
10929 if( resiststhrow && ( u.is_throw_immune() ) ) {
10930 //we have a judoka who isn't getting pushed but counterattacking now.
10931 mattack::thrown_by_judo( &critter );
10932 return;
10933 }
10934 std::string msg;
10935 ///\EFFECT_DODGE reduces chance of being downed when pushed off the stairs
10936 if( !( resiststhrow ) && ( u.get_dodge() + rng( 0, 3 ) < 12 ) ) {
10937 // dodge 12 - never get downed
10938 // 11.. avoid 75%; 10.. avoid 50%; 9.. avoid 25%
10939 u.add_effect( effect_downed, 2_turns );
10940 msg = _( "The %s pushed you back hard!" );
10941 } else {
10942 msg = _( "The %s pushed you back!" );
10943 }
10944 add_msg( m_warning, msg.c_str(), critter.name() );
10945 u.setx( u.posx() + push.x );
10946 u.sety( u.posy() + push.y );
10947 return;
10948 }
10949 }
10951 _( "The %s tried to push you back but failed! It attacks you!" ),
10952 critter.name() );
10953 critter.melee_attack( u );
10954 u.moves -= 50;
10955 return;
10956 } else if( monster *const mon_ptr = critter_at<monster>( dest ) ) {
10957 // Monster attempts to displace a monster from the stairs
10958 monster &other = *mon_ptr;
10959 critter.spawn( dest );
10960
10961 // the critter is now right on top of another and will push it
10962 // if it can find a square to push it into inside of his tries.
10963 const int creature_push_attempts = 9;
10964 const int creature_throw_resist = 4;
10965
10966 int tries = 0;
10967 point push2;
10968 while( tries < creature_push_attempts ) {
10969 tries++;
10970 push2.x = rng( -1, 1 );
10971 push2.y = rng( -1, 1 );
10972 point ipos2( mpos + push2 );
10973 tripoint pos( ipos2, get_levz() );
10974 if( ( push2.x == 0 && push2.y == 0 ) || ( ( ipos2.x == u.posx() ) && ( ipos2.y == u.posy() ) ) ) {
10975 continue;
10976 }
10977 if( !critter_at( pos ) && other.can_move_to( pos ) ) {
10978 other.setpos( tripoint( ipos2, get_levz() ) );
10979 other.moves -= 50;
10980 std::string msg;
10981 if( one_in( creature_throw_resist ) ) {
10982 other.add_effect( effect_downed, 2_turns );
10983 msg = _( "The %1$s pushed the %2$s hard." );
10984 } else {
10985 msg = _( "The %1$s pushed the %2$s." );
10986 }
10987 add_msg( m_neutral, msg, critter.name(), other.name() );
10988 return;
10989 }
10990 }
10991 return;
10992 }
10993 }
10994}
void setx(int x)
Definition: character.h:795
void sety(int y)
Definition: character.h:798
bool is_throw_immune() const
Returns true if the player is immune to throws.
float get_dodge() const override
Definition: melee.cpp:809
int monstairz
Definition: game.h:983
tripoint_range< tripoint > points_on_zlevel() const
Yields a range of all points that are contained in the map and have the z-level of this map (abs_sub)...
Definition: map.cpp:8732
bool can_move_to(const tripoint &p) const
Checks whether we can move to/through p.
Definition: monmove.cpp:258
int posy() const override
Definition: monster.h:497
void melee_attack(Creature &target)
Definition: monster.cpp:1398
int staircount
Definition: monster.h:508
void spawn(const tripoint &p)
Definition: monster.cpp:482
int posx() const override
Definition: monster.h:494
bool thrown_by_judo(monster *z)
Definition: monattack.cpp:4674
std::enable_if<!is_std_array< C >::value, constV & >::type random_entry_ref(const C &container)
Same as above, but with a statically allocated default value (using the default constructor).
Definition: rng.h:149

References _, Creature::add_effect(), add_msg(), monster::can_move_to(), coming_to_stairs, critter_at(), debugmsg, effect_downed, g, Character::get_dodge(), get_levz(), map::has_flag(), Character::has_trait(), map::has_zlevels(), is_empty(), Character::is_throw_immune(), m, m_neutral, m_warning, MAPSIZE_X, MAPSIZE_Y, monster::melee_attack(), monstairz, sounds::movement, Creature::moves, monster::name(), one_in(), other, place_critter_at(), point_north_west, map::points_on_zlevel(), Character::pos(), Character::posx(), monster::posx(), Character::posy(), monster::posy(), Character::posz(), monexamine::push(), random_entry_ref(), rl_dist(), rng(), Character::sees(), Character::setx(), Character::sety(), sounds::sound(), monster::spawn(), monster::staircount, string_format(), map::tername(), mattack::thrown_by_judo(), trait_LEG_TENT_BRACE, u, point::x, and point::y.

Referenced by do_turn(), and vertical_move().

◆ update_zombie_pos()

bool game::update_zombie_pos ( const monster critter,
const tripoint pos 
)

Redirects to the creature_tracker update_pos() function.

Definition at line 4707 of file game.cpp.

4708{
4709 return critter_tracker->update_pos( critter, pos );
4710}

References critter_tracker.

◆ use_computer()

void game::use_computer ( const tripoint p)

Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.

Definition at line 4490 of file game.cpp.

4491{
4492 if( u.has_trait( trait_id( "ILLITERATE" ) ) ) {
4493 add_msg( m_info, _( "You can not read a computer screen!" ) );
4494 return;
4495 }
4496 if( u.is_blind() ) {
4497 // we don't have screen readers in game
4498 add_msg( m_info, _( "You can not see a computer screen!" ) );
4499 return;
4500 }
4501 if( u.has_trait( trait_id( "HYPEROPIC" ) ) && !u.worn_with_flag( "FIX_FARSIGHT" ) &&
4502 !u.has_effect( effect_contacts ) && !u.has_bionic( bionic_id( "bio_eye_optic" ) ) ) {
4503 add_msg( m_info, _( "You'll need to put on reading glasses before you can see the screen." ) );
4504 return;
4505 }
4506
4507 computer *used = m.computer_at( p );
4508
4509 if( used == nullptr ) {
4510 if( m.has_flag( "CONSOLE", p ) ) { //Console without map data
4511 add_msg( m_bad, _( "The console doesn't display anything coherent." ) );
4512 } else {
4513 debugmsg( "Tried to use computer at %s - none there", p.to_string() );
4514 }
4515 return;
4516 }
4517
4518 computer_session( *used ).use();
4519}
void use()
Handles player use of a computer.
computer * computer_at(const tripoint &p)
Definition: map.cpp:5647
static const efftype_id effect_contacts("contacts")

References _, add_msg(), map::computer_at(), debugmsg, effect_contacts, Character::has_bionic(), Creature::has_effect(), map::has_flag(), Character::has_trait(), Character::is_blind(), m, m_bad, m_info, tripoint::to_string(), u, computer_session::use(), and Character::worn_with_flag().

Referenced by examine().

◆ validate_camps()

void game::validate_camps ( )

validate camps to ensure they are on the overmap list

Definition at line 1952 of file game.cpp.

1953{
1954 basecamp camp = m.hoist_submap_camp( u.pos() );
1955 if( camp.is_valid() ) {
1956 overmap_buffer.add_camp( camp );
1958 } else if( camp.camp_omt_pos() != tripoint_abs_omt() ) {
1959 std::string camp_name = _( "Faction Camp" );
1960 camp.set_name( camp_name );
1961 overmap_buffer.add_camp( camp );
1963 }
1964}
bool is_valid() const
Definition: basecamp.h:125
void set_name(const std::string &new_name)
Definition: basecamp.cpp:575
tripoint_abs_omt camp_omt_pos() const
Definition: basecamp.h:134
basecamp hoist_submap_camp(const tripoint &p)
Definition: map.cpp:5678
void remove_submap_camp(const tripoint &)
Definition: map.cpp:5673
void add_camp(const basecamp &camp)
Add Basecamp to overmapbuffer.

References _, overmapbuffer::add_camp(), basecamp::camp_omt_pos(), map::hoist_submap_camp(), basecamp::is_valid(), m, overmap_buffer, Character::pos(), map::remove_submap_camp(), basecamp::set_name(), and u.

Referenced by load().

◆ validate_linked_vehicles()

void game::validate_linked_vehicles ( )

validate towed vehicles so they get linked up again after a load

Definition at line 1894 of file game.cpp.

1895{
1896 for( auto &veh : m.get_vehicles() ) {
1897 vehicle *v = veh.v;
1900 if( other_v ) {
1901 // the other vehicle is towing us.
1902 v->tow_data.set_towing( other_v, v );
1904 }
1905 }
1906 }
1907}
tripoint other_towing_point
Definition: vehicle.h:168
bool set_towing(vehicle *tower_veh, vehicle *towed_veh)
Definition: vehicle.cpp:6119
towing_data tow_data
Definition: vehicle.h:1969

References map::get_vehicles(), m, towing_data::other_towing_point, towing_data::set_towing(), vehicle::tow_data, tripoint_zero, map::veh_at(), and veh_pointer_or_null().

Referenced by load().

◆ validate_mounted_npcs()

void game::validate_mounted_npcs ( )

Definition at line 1909 of file game.cpp.

1910{
1911 for( monster &m : all_monsters() ) {
1912 if( m.has_effect( effect_ridden ) && m.mounted_player_id.is_valid() ) {
1913 player *mounted_pl = g->critter_by_id<player>( m.mounted_player_id );
1914 if( !mounted_pl ) {
1915 // Target no longer valid.
1916 m.mounted_player_id = character_id();
1917 m.remove_effect( effect_ridden );
1918 continue;
1919 }
1920 mounted_pl->mounted_creature = shared_from( m );
1921 mounted_pl->setpos( m.pos() );
1922 mounted_pl->add_effect( effect_riding, 1_turns, num_bp );
1923 m.mounted_player = mounted_pl;
1924 }
1925 }
1926}

References Creature::add_effect(), all_monsters(), character_id, effect_ridden, effect_riding, g, m, Character::mounted_creature, num_bp, Character::setpos(), and shared_from().

Referenced by load(), and vertical_shift().

◆ validate_npc_followers()

void game::validate_npc_followers ( )

validate list of followers to account for overmap buffers

Definition at line 1928 of file game.cpp.

1929{
1930 // Make sure visible followers are in the list.
1931 const std::vector<npc *> visible_followers = get_npcs_if( [&]( const npc & guy ) {
1932 return guy.is_player_ally();
1933 } );
1934 for( npc *guy : visible_followers ) {
1935 update_faction_api( guy );
1936 add_npc_follower( guy->getID() );
1937 }
1938 // Make sure overmapbuffered NPC followers are in the list.
1939 for( const auto &temp_guy : overmap_buffer.get_npcs_near_player( 300 ) ) {
1940 npc *guy = temp_guy.get();
1941 if( guy->is_player_ally() ) {
1942 update_faction_api( guy );
1943 add_npc_follower( guy->getID() );
1944 }
1945 }
1946 // Make sure that serialized player followers sync up with game list
1947 for( const auto &temp_id : u.follower_ids ) {
1948 add_npc_follower( temp_id );
1949 }
1950}
void add_npc_follower(const character_id &id)
Add follower id to set of followers.
Definition: game.cpp:1874
static void update_faction_api(npc *guy)
Definition: game.cpp:1886

References add_npc_follower(), player::follower_ids, get_npcs_if(), overmapbuffer::get_npcs_near_player(), Character::getID(), npc::is_player_ally(), overmap_buffer, u, and update_faction_api().

Referenced by load().

◆ vertical_move()

void game::vertical_move ( int  z,
bool  force,
bool  peeking = false 
)

Moves the player vertically.

If force == true then they are falling. If peeking == true, forbids some exotic movement options

Strength increases breath-holding capacity while diving Dexterity increases chance of moving past monsters on stairs Dodge increases chance of moving past monsters on stairs Strength increases chance of moving past monsters on stairs Melee increases chance of moving past monsters on stairs

Definition at line 9961 of file game.cpp.

9962{
9963 if( u.is_mounted() ) {
9964 auto mons = u.mounted_creature.get();
9965 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
9966 if( !mons->check_mech_powered() ) {
9967 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
9968 mons->get_name() );
9969 return;
9970 }
9971 }
9972 }
9973
9974 // > and < are used for diving underwater.
9975 if( m.has_flag( "SWIMMABLE", u.pos() ) && m.has_flag( TFLAG_DEEP_WATER, u.pos() ) ) {
9976 if( movez == -1 ) {
9977 if( u.is_underwater() ) {
9978 add_msg( m_info, _( "You are already underwater!" ) );
9979 return;
9980 }
9981 if( u.worn_with_flag( "FLOTATION" ) ) {
9982 add_msg( m_info, _( "You can't dive while wearing a flotation device." ) );
9983 return;
9984 }
9985 u.set_underwater( true );
9986 ///\EFFECT_STR increases breath-holding capacity while diving
9987 u.oxygen = 30 + 2 * u.str_cur;
9988 add_msg( _( "You dive underwater!" ) );
9989 } else {
9990 if( u.swim_speed() < 500 || u.shoe_type_count( itype_swim_fins ) ) {
9991 u.set_underwater( false );
9992 add_msg( _( "You surface." ) );
9993 } else {
9994 add_msg( m_info, _( "You try to surface but can't!" ) );
9995 }
9996 }
9997 u.moves -= 100;
9998 return;
9999 }
10000
10001 // Force means we're going down, even if there's no staircase, etc.
10002 bool climbing = false;
10003 int move_cost = 100;
10004 tripoint stairs( u.posx(), u.posy(), u.posz() + movez );
10005 if( m.has_zlevels() && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
10006 // Climbing
10007 if( m.has_floor_or_support( stairs ) ) {
10008 add_msg( m_info, _( "You can't climb here - there's a ceiling above your head." ) );
10009 return;
10010 }
10011
10012 std::vector<tripoint> pts;
10013 for( const auto &pt : m.points_in_radius( stairs, 1 ) ) {
10014 if( m.passable( pt ) &&
10015 m.has_floor_or_support( pt ) ) {
10016 pts.push_back( pt );
10017 }
10018 }
10019
10020 const int cost = map_funcs::climbing_cost( m, u.pos(), stairs );
10021
10022 if( cost == 0 ) {
10023 if( u.has_trait( trait_WEB_ROPE ) ) {
10024 if( pts.empty() ) {
10025 add_msg( m_info, _( "There is nothing above you that you can attach a web to." ) );
10026 } else if( can_use_mutation_warn( trait_WEB_ROPE, u ) ) {
10027 if( m.move_cost( u.pos() ) != 2 && m.move_cost( u.pos() ) != 3 ) {
10028 add_msg( m_info, _( "You can't spin a web rope there." ) );
10029 } else if( m.has_furn( u.pos() ) ) {
10030 add_msg( m_info, _( "There is already furniture at that location." ) );
10031 } else {
10032 if( query_yn( "Spin a rope and climb?" ) ) {
10033 add_msg( m_good, _( "You spin a rope of web." ) );
10034 m.furn_set( u.pos(), furn_str_id( "f_rope_up_web" ) );
10035 u.mod_moves( to_turns<int>( 2_seconds ) );
10037 vertical_move( movez, force, peeking );
10038 }
10039 }
10040 }
10041
10042 } else {
10043 add_msg( m_info, _( "You can't climb here - you need walls and/or furniture to brace against." ) );
10044
10045 }
10046 return;
10047
10048 }
10049
10050 if( cost <= 0 || pts.empty() ) {
10051 add_msg( m_info,
10052 _( "You can't climb here - there is no terrain above you that would support your weight." ) );
10053 return;
10054 } else {
10055 // TODO: Make it an extended action
10056 climbing = true;
10057 move_cost = cost;
10058
10059 const std::optional<tripoint> pnt = point_selection_menu( pts );
10060 if( !pnt ) {
10061 return;
10062 }
10063 stairs = *pnt;
10064 }
10065 }
10066
10067 if( !force && movez == -1 && !m.has_flag( "GOES_DOWN", u.pos() ) ) {
10068 add_msg( m_info, _( "You can't go down here!" ) );
10069 return;
10070 } else if( !climbing && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
10071 add_msg( m_info, _( "You can't go up here!" ) );
10072 return;
10073 }
10074
10075 if( force ) {
10076 // Let go of a grabbed cart.
10077 u.grab( OBJECT_NONE );
10078 } else if( u.grab_point != tripoint_zero ) {
10079 add_msg( m_info, _( "You can't drag things up and down stairs." ) );
10080 return;
10081 }
10082
10083 // Because get_levz takes z-value from the map, it will change when vertical_shift (m.has_zlevels() == true)
10084 // is called or when the map is loaded on new z-level (== false).
10085 // This caches the z-level we start the movement on (current) and the level we're want to end.
10086 const int z_before = get_levz();
10087 const int z_after = get_levz() + movez;
10088 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10089 debugmsg( "Tried to move outside allowed range of z-levels" );
10090 return;
10091 }
10092
10093 if( !u.move_effects( false ) ) {
10094 return;
10095 }
10096
10097 // Check if there are monsters are using the stairs.
10098 bool slippedpast = false;
10099 if( !m.has_zlevels() && !coming_to_stairs.empty() && !force ) {
10100 // TODO: Allow travel if zombie couldn't reach stairs, but spawn him when we go up.
10101 add_msg( m_warning, _( "You try to use the stairs. Suddenly you are blocked by a %s!" ),
10102 coming_to_stairs[0].name() );
10103 // Roll.
10104 ///\EFFECT_DEX increases chance of moving past monsters on stairs
10105
10106 ///\EFFECT_DODGE increases chance of moving past monsters on stairs
10107 int dexroll = dice( 6, u.dex_cur + u.get_skill_level( skill_dodge ) * 2 );
10108 ///\EFFECT_STR increases chance of moving past monsters on stairs
10109
10110 ///\EFFECT_MELEE increases chance of moving past monsters on stairs
10111 int strroll = dice( 3, u.str_cur + u.get_skill_level( skill_melee ) * 1.5 );
10112 if( coming_to_stairs.size() > 4 ) {
10113 add_msg( _( "The are a lot of them on the %s!" ), m.tername( u.pos() ) );
10114 dexroll /= 4;
10115 strroll /= 2;
10116 } else if( coming_to_stairs.size() > 1 ) {
10117 add_msg( m_warning, _( "There's something else behind it!" ) );
10118 dexroll /= 2;
10119 }
10120
10121 if( dexroll < 14 || strroll < 12 ) {
10123 u.moves -= 100;
10124 return;
10125 }
10126
10127 add_msg( _( "You manage to slip past!" ) );
10128 slippedpast = true;
10129 u.moves -= 100;
10130 }
10131
10132 // Shift the map up or down
10133
10134 std::unique_ptr<map> tmp_map_ptr;
10135 if( !m.has_zlevels() ) {
10136 tmp_map_ptr = std::make_unique<map>();
10137 }
10138
10139 map &maybetmp = m.has_zlevels() ? m : *( tmp_map_ptr.get() );
10140 if( m.has_zlevels() ) {
10141 // We no longer need to shift the map here! What joy
10142 } else {
10143 maybetmp.load( tripoint( get_levx(), get_levy(), z_after ), false );
10144 }
10145
10146 // Find the corresponding staircase
10147 bool rope_ladder = false;
10148 // TODO: Remove the stairfinding, make the mapgen gen aligned maps
10149 if( !force && !climbing ) {
10150 const std::optional<tripoint> pnt = find_or_make_stairs( maybetmp, z_after, rope_ladder, peeking );
10151 if( !pnt ) {
10152 return;
10153 }
10154 stairs = *pnt;
10155 }
10156
10157 if( !force ) {
10158 monstairz = z_before;
10159 }
10160 // Save all monsters that can reach the stairs, remove them from the tracker,
10161 // then despawn the remaining monsters. Because it's a vertical shift, all
10162 // monsters are out of the bounds of the map and will despawn.
10163 shared_ptr_fast<monster> stored_mount;
10164 if( u.is_mounted() && !m.has_zlevels() ) {
10165 // Store a *copy* of the mount, so we can remove the original monster instance
10166 // from the tracker before the map shifts.
10167 // Map shifting would otherwise just despawn the mount and would later respawn it.
10168 stored_mount = make_shared_fast<monster>( *u.mounted_creature );
10170 }
10171 if( !m.has_zlevels() ) {
10172 const tripoint to = u.pos();
10173 for( monster &critter : all_monsters() ) {
10174 // if its a ladder instead of stairs - most zombies can't climb that.
10175 // unless that have a special flag to allow them to do so.
10176 if( ( m.has_flag( "DIFFICULT_Z", u.pos() ) && !critter.climbs() ) ||
10177 critter.has_effect( effect_ridden ) ||
10178 critter.has_effect( effect_tied ) ) {
10179 continue;
10180 }
10181 int turns = critter.turns_to_reach( to.xy() );
10182 if( turns < 10 && coming_to_stairs.size() < 8 && critter.will_reach( to.xy() )
10183 && !slippedpast ) {
10184 critter.staircount = 10 + turns;
10185 critter.on_unload();
10186 coming_to_stairs.push_back( critter );
10187 remove_zombie( critter );
10188 }
10189 }
10190 auto mons = critter_tracker->find( g->u.pos() );
10191 if( mons != nullptr ) {
10192 critter_tracker->remove( *mons );
10193 }
10194 shift_monsters( tripoint( 0, 0, movez ) );
10195 }
10196
10197 std::vector<shared_ptr_fast<npc>> npcs_to_bring;
10198 std::vector<monster *> monsters_following;
10199 if( !m.has_zlevels() && std::abs( movez ) == 1 ) {
10200 std::copy_if( active_npc.begin(), active_npc.end(), back_inserter( npcs_to_bring ),
10201 [this]( const shared_ptr_fast<npc> &np ) {
10202 return np->is_walking_with() && !np->is_mounted() && !np->in_sleep_state() &&
10203 rl_dist( np->pos(), u.pos() ) < 2;
10204 } );
10205 }
10206
10207 if( m.has_zlevels() && std::abs( movez ) == 1 ) {
10208 bool ladder = m.has_flag( "DIFFICULT_Z", u.pos() );
10209 for( monster &critter : all_monsters() ) {
10210 if( ladder && !critter.climbs() ) {
10211 continue;
10212 }
10213 if( critter.attack_target() == &g->u || ( !critter.has_effect( effect_ridden ) &&
10214 critter.has_effect( effect_pet ) && critter.friendly == -1 &&
10215 !critter.has_effect( effect_tied ) ) ) {
10216 monsters_following.push_back( &critter );
10217 }
10218 }
10219 }
10220
10221 if( u.is_mounted() ) {
10222 monster *crit = u.mounted_creature.get();
10223 if( crit->has_flag( MF_RIDEABLE_MECH ) ) {
10224 crit->use_mech_power( -1 );
10225 if( u.movement_mode_is( CMM_WALK ) ) {
10226 crit->use_mech_power( -2 );
10227 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
10228 crit->use_mech_power( -1 );
10229 } else if( u.movement_mode_is( CMM_RUN ) ) {
10230 crit->use_mech_power( -3 );
10231 }
10232 }
10233 } else {
10234 u.moves -= move_cost;
10235 }
10236 for( const auto &np : npcs_to_bring ) {
10237 if( np->in_vehicle ) {
10238 m.unboard_vehicle( np->pos() );
10239 }
10240 }
10241 const tripoint old_pos = g->u.pos();
10242 point submap_shift;
10243 vertical_shift( z_after );
10244 if( !force ) {
10245 submap_shift = update_map( stairs.x, stairs.y );
10246 }
10247
10248 // if an NPC or monster is on the stiars when player ascends/descends
10249 // they may end up merged on th esame tile, do some displacement to resolve that.
10250 // if, in the weird case of it not being possible to displace;
10251 // ( how did the player even manage to approach the stairs, if so? )
10252 // then nothing terrible happens, its just weird.
10253 if( critter_at<npc>( u.pos(), true ) || critter_at<monster>( u.pos(), true ) ) {
10254 std::string crit_name;
10255 bool player_displace = false;
10256 std::optional<tripoint> displace = find_empty_spot_nearby( u.pos() );
10257 if( displace.has_value() ) {
10258 npc *guy = g->critter_at<npc>( u.pos(), true );
10259 if( guy ) {
10260 crit_name = guy->get_name();
10261 tripoint old_pos = guy->pos();
10262 if( !guy->is_enemy() ) {
10263 guy->move_away_from( u.pos(), true );
10264 if( old_pos != guy->pos() ) {
10265 add_msg( _( "%s moves out of the way for you." ), guy->get_name() );
10266 }
10267 } else {
10268 player_displace = true;
10269 }
10270 }
10271 monster *mon = g->critter_at<monster>( u.pos(), true );
10272 // if the monster is ridden by the player or an NPC:
10273 // Dont displace them. If they are mounted by a friendly NPC,
10274 // then the NPC will already have been displaced just above.
10275 // if they are ridden by the player, we want them to coexist on same tile
10276 if( mon && !mon->mounted_player ) {
10277 crit_name = mon->get_name();
10278 if( mon->friendly == -1 ) {
10279 mon->setpos( *displace );
10280 add_msg( _( "Your %s moves out of the way for you." ), mon->get_name() );
10281 } else {
10282 player_displace = true;
10283 }
10284 }
10285 if( player_displace ) {
10286 u.setpos( *displace );
10287 u.moves -= 20;
10288 add_msg( _( "You push past %s blocking the way." ), crit_name );
10289 }
10290 } else {
10291 debugmsg( "Failed to find a spot to displace into." );
10292 }
10293 }
10294
10295 // Now that we know the player's destination position, we can move their mount as well
10296 if( u.is_mounted() ) {
10297 if( stored_mount ) {
10298 assert( !m.has_zlevels() );
10299 stored_mount->spawn( g->u.pos() );
10300 if( critter_tracker->add( stored_mount ) ) {
10301 u.mounted_creature = stored_mount;
10302 }
10303 } else {
10304 u.mounted_creature->setpos( g->u.pos() );
10305 }
10306 }
10307
10308 if( !npcs_to_bring.empty() ) {
10309 // Would look nicer randomly scrambled
10310 std::vector<tripoint> candidates = closest_points_first( u.pos(), 1 );
10311 candidates.erase( std::remove_if( candidates.begin(), candidates.end(),
10312 [this]( const tripoint & c ) {
10313 return !is_empty( c );
10314 } ), candidates.end() );
10315
10316 for( const auto &np : npcs_to_bring ) {
10317 const auto found = std::find_if( candidates.begin(), candidates.end(),
10318 [this, np]( const tripoint & c ) {
10319 return !np->is_dangerous_fields( m.field_at( c ) ) && m.tr_at( c ).is_benign();
10320 } );
10321 if( found != candidates.end() ) {
10322 // TODO: De-uglify
10323 np->setpos( *found );
10324 np->place_on_map();
10325 np->setpos( *found );
10326 candidates.erase( found );
10327 }
10328
10329 if( candidates.empty() ) {
10330 break;
10331 }
10332 }
10333
10334 reload_npcs();
10335 }
10336
10337 // This ugly check is here because of stair teleport bullshit
10338 // TODO: Remove stair teleport bullshit
10339 if( rl_dist( g->u.pos(), old_pos ) <= 1 ) {
10340 for( monster *m : monsters_following ) {
10341 m->set_dest( g->u.pos() );
10342 }
10343 }
10344
10345 if( rope_ladder ) {
10346 m.ter_set( u.pos(), t_rope_up );
10347 }
10348
10349 if( m.ter( stairs ) == t_manhole_cover ) {
10350 m.spawn_item( stairs + point( rng( -1, 1 ), rng( -1, 1 ) ), itype_manhole_cover );
10351 m.ter_set( stairs, t_manhole );
10352 }
10353
10354 // Wouldn't work and may do strange things
10355 if( u.is_hauling() && !m.has_zlevels() ) {
10356 add_msg( _( "You cannot haul items here." ) );
10357 u.stop_hauling();
10358 }
10359
10360 if( u.is_hauling() ) {
10361 const tripoint adjusted_pos = old_pos - sm_to_ms_copy( submap_shift );
10362 start_hauling( adjusted_pos );
10363 }
10364
10365 m.invalidate_map_cache( g->get_levz() );
10366 // Upon force movement, traps can not be avoided.
10367 m.creature_on_trap( u, !force );
10368
10370}
static int move_cost(const item &it, const tripoint &src, const tripoint &dest)
@ CMM_WALK
Definition: character.h:101
@ CMM_CROUCH
Definition: character.h:103
bool move_effects(bool attacking) override
Processes effects which may prevent the Character from moving (bear traps, crushed,...
Definition: character.cpp:1459
int swim_speed() const
Returns the player's speed for swimming across water tiles.
Definition: character.cpp:806
int oxygen
Definition: character.h:1555
void mutation_spend_resources(const trait_id &mut)
Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated...
Definition: mutation.cpp:1698
int shoe_type_count(const itype_id &it) const
Returns 1 if the player is wearing an item of that count on one foot, 2 if on both,...
Definition: character.cpp:8905
std::string get_name() const override
Definition: character.cpp:5962
void set_underwater(bool x) override
void start_hauling(const tripoint &pos)
Definition: game.cpp:10372
std::optional< tripoint > find_or_make_stairs(map &mp, int z_after, bool &rope_ladder, bool peeking)
Returns the other end of the stairs (if any).
Definition: game.cpp:10407
bool use_mech_power(int amt)
Definition: monster.cpp:2401
Character * mounted_player
Definition: monster.h:457
static const efftype_id effect_tied("tied")
static const itype_id itype_manhole_cover("manhole_cover")
static std::optional< tripoint > point_selection_menu(const std::vector< tripoint > &pts)
Definition: game.cpp:9911
static const skill_id skill_melee("melee")
static const itype_id itype_swim_fins("swim_fins")
static const trait_id trait_WEB_ROPE("WEB_ROPE")
ter_id t_rope_up
Definition: mapdata.cpp:721
ter_id t_manhole
Definition: mapdata.cpp:720
bool can_use_mutation_warn(const trait_id &mut, const Character &character)
Calls can_use_mutation and if it fails, print a standard message.
Definition: mutation.cpp:1687
void avatar_moves(const avatar &u, const map &m, const tripoint &p)
Definition: game.cpp:12031
int ladder(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:9359
int climbing_cost(const map &m, const tripoint &from, const tripoint &to)
Checks both the neighborhoods of from and to for climbable surfaces, returns move cost of climbing fr...
point displace(type dir, int dist=1)
Returns point(0, 0) displaced in specified direction by a specified distance.
Definition: overmap.cpp:4178

References _, active_npc, add_msg(), all_monsters(), cata_event_dispatch::avatar_moves(), c, can_use_mutation_warn(), map_funcs::climbing_cost(), closest_points_first(), CMM_CROUCH, CMM_RUN, CMM_WALK, coming_to_stairs, map::creature_on_trap(), critter_tracker, debugmsg, Character::dex_cur, dice(), om_direction::displace(), effect_pet, effect_ridden, effect_tied, find_empty_spot_nearby(), find_or_make_stairs(), monster::friendly, map::furn_set(), g, get_levx(), get_levy(), get_levz(), Character::get_name(), monster::get_name(), Character::get_skill_level(), avatar::grab(), player::grab_point, map::has_flag(), monster::has_flag(), map::has_floor_or_support(), map::has_furn(), Character::has_trait(), map::has_zlevels(), map::invalidate_map_cache(), npc::is_enemy(), Character::is_hauling(), Character::is_mounted(), Creature::is_underwater(), itype_manhole_cover, itype_swim_fins, iuse::ladder(), map::load(), m, m_bad, m_good, m_info, m_warning, MF_RIDEABLE_MECH, Creature::mod_moves(), monstairz, Character::mounted_creature, monster::mounted_player, npc::move_away_from(), move_cost(), map::move_cost(), Character::move_effects(), Character::movement_mode_is(), Creature::moves, Character::mutation_spend_resources(), om_direction::name(), OBJECT_NONE, OVERMAP_HEIGHT, Character::oxygen, map::passable(), point_selection_menu(), map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), query_yn(), reload_npcs(), remove_zombie(), rl_dist(), rng(), Character::set_underwater(), Character::setpos(), monster::setpos(), shift_monsters(), Character::shoe_type_count(), skill_dodge, skill_melee, sm_to_ms_copy(), map::spawn_item(), start_hauling(), Character::stop_hauling(), Character::str_cur, Character::swim_speed(), t_manhole, t_manhole_cover, t_rope_up, map::ter(), map::ter_set(), map::tername(), TFLAG_DEEP_WATER, trait_WEB_ROPE, tripoint_zero, u, map::unboard_vehicle(), update_map(), update_stair_monsters(), monster::use_mech_power(), vertical_move(), vertical_shift(), Character::worn_with_flag(), tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by handle_action(), peek(), and vertical_move().

◆ vertical_notes()

void game::vertical_notes ( int  z_before,
int  z_after 
)

Add goes up/down auto_notes (if turned on)

Definition at line 10594 of file game.cpp.

10595{
10596 if( z_before == z_after || !get_option<bool>( "AUTO_NOTES" ) ||
10597 !get_option<bool>( "AUTO_NOTES_STAIRS" ) ) {
10598 return;
10599 }
10600
10601 if( !m.inbounds_z( z_before ) || !m.inbounds_z( z_after ) ) {
10602 debugmsg( "game::vertical_notes invalid arguments: z_before == %d, z_after == %d",
10603 z_before, z_after );
10604 return;
10605 }
10606 // Figure out where we know there are up/down connectors
10607 // Fill in all the tiles we know about (e.g. subway stations)
10608 static const int REVEAL_RADIUS = 40;
10609 for( const tripoint_abs_omt &p : points_in_radius( u.global_omt_location(), REVEAL_RADIUS ) ) {
10610 const tripoint_abs_omt cursp_before( p.xy(), z_before );
10611 const tripoint_abs_omt cursp_after( p.xy(), z_after );
10612
10613 if( !overmap_buffer.seen( cursp_before ) ) {
10614 continue;
10615 }
10616 if( overmap_buffer.has_note( cursp_after ) ) {
10617 // Already has a note -> never add an AUTO-note
10618 continue;
10619 }
10620 const oter_id &ter = overmap_buffer.ter( cursp_before );
10621 const oter_id &ter2 = overmap_buffer.ter( cursp_after );
10622 if( z_after > z_before && ter->has_flag( known_up ) &&
10623 !ter2->has_flag( known_down ) ) {
10624 overmap_buffer.set_seen( cursp_after, true );
10625 overmap_buffer.add_note( cursp_after, string_format( ">:W;%s", _( "AUTO: goes down" ) ) );
10626 } else if( z_after < z_before && ter->has_flag( known_down ) &&
10627 !ter2->has_flag( known_up ) ) {
10628 overmap_buffer.set_seen( cursp_after, true );
10629 overmap_buffer.add_note( cursp_after, string_format( "<:W;%s", _( "AUTO: goes up" ) ) );
10630 }
10631 }
10632}
bool inbounds_z(const int z) const
Definition: map.h:1619
void add_note(const tripoint_abs_omt &, const std::string &message)
@ known_up
Definition: omdata.h:87
@ known_down
Definition: omdata.h:86
bool has_flag(oter_flags flag) const
Definition: omdata.h:258

References _, overmapbuffer::add_note(), debugmsg, Character::global_omt_location(), oter_t::has_flag(), overmapbuffer::has_note(), map::inbounds_z(), known_down, known_up, m, overmap_buffer, points_in_radius(), overmapbuffer::seen(), overmapbuffer::set_seen(), string_format(), overmapbuffer::ter(), and u.

Referenced by vertical_shift().

◆ vertical_shift()

void game::vertical_shift ( int  z_after)

Actual z-level movement part of vertical_move.

Doesn't include stair finding, traps etc.

Definition at line 10557 of file game.cpp.

10558{
10559 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10560 debugmsg( "Tried to get z-level %d outside allowed range of %d-%d",
10561 z_after, -OVERMAP_DEPTH, OVERMAP_HEIGHT );
10562 return;
10563 }
10564
10565 // TODO: Implement dragging stuff up/down
10566 u.grab( OBJECT_NONE );
10567
10568 scent.reset();
10569
10570 u.setz( z_after );
10571 const int z_before = get_levz();
10572 if( !m.has_zlevels() ) {
10574 m.access_cache( z_before ).vehicle_list.clear();
10575 m.access_cache( z_before ).zone_vehicles.clear();
10576 m.access_cache( z_before ).map_memory_seen_cache.reset();
10577 m.set_transparency_cache_dirty( z_before );
10578 m.set_outside_cache_dirty( z_before );
10579 m.load( tripoint( get_levx(), get_levy(), z_after ), true );
10580 shift_monsters( tripoint( 0, 0, z_after - z_before ) );
10581 reload_npcs();
10582 } else {
10583 // Shift the map itself
10584 m.vertical_shift( z_after );
10585 }
10586
10587 m.spawn_monsters( true );
10588 // this may be required after a vertical shift if z-levels are not enabled
10589 // the critter is unloaded/loaded, and it needs to reconstruct its rider data after being reloaded.
10591 vertical_notes( z_before, z_after );
10592}
void setz(int z)
Definition: character.h:801
void vertical_notes(int z_before, int z_after)
Add goes up/down auto_notes (if turned on)
Definition: game.cpp:10594
void set_transparency_cache_dirty(const int zlev)
Sets a dirty flag on the a given cache.
Definition: map.cpp:200
void set_outside_cache_dirty(const int zlev)
Definition: map.cpp:221
void vertical_shift(int newz)
Moves the map vertically to (not by!) newz.
Definition: map.cpp:7015
std::set< vehicle * > zone_vehicles
Definition: map.h:358
std::set< vehicle * > vehicle_list
Definition: map.h:357

References map::access_cache(), map::clear_vehicle_cache(), debugmsg, get_levx(), get_levy(), get_levz(), avatar::grab(), map::has_zlevels(), map::load(), m, level_cache::map_memory_seen_cache, OBJECT_NONE, OVERMAP_DEPTH, OVERMAP_HEIGHT, reload_npcs(), scent_map::reset(), scent, map::set_outside_cache_dirty(), map::set_transparency_cache_dirty(), Character::setz(), shift_monsters(), map::spawn_monsters(), u, validate_mounted_npcs(), level_cache::vehicle_list, vertical_notes(), map::vertical_shift(), and level_cache::zone_vehicles.

Referenced by place_player(), and vertical_move().

◆ walk_move()

bool game::walk_move ( const tripoint dest,
bool  via_ramp = false 
)

TODO: This should really use the mounted creatures stamina, if mounted. Monsters don't currently have stamina however. For the time being just don't burn players stamina when mounted.

Dexterity decreases chance of tentacles getting stuck to the ground Intelligence decreases chance of tentacles getting stuck to the ground

Definition at line 8752 of file game.cpp.

8753{
8754 if( m.has_flag_ter( TFLAG_SMALL_PASSAGE, dest_loc ) ) {
8755 if( u.get_size() > MS_MEDIUM ) {
8756 add_msg( m_warning, _( "You can't fit there." ) );
8757 return false; // character too large to fit through a tight passage
8758 }
8759 if( u.is_mounted() ) {
8760 monster *mount = u.mounted_creature.get();
8761 if( mount->get_size() > MS_MEDIUM ) {
8762 add_msg( m_warning, _( "Your mount can't fit there." ) );
8763 return false; // char's mount is too large for tight passages
8764 }
8765 }
8766 }
8767
8768 if( u.is_mounted() ) {
8769 auto mons = u.mounted_creature.get();
8770 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
8771 if( !mons->check_mech_powered() ) {
8772 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
8773 mons->get_name() );
8774 return false;
8775 }
8776 }
8777 if( !mons->move_effects( false ) ) {
8778 add_msg( m_bad, _( "You cannot move as your %s isn't able to move." ), mons->get_name() );
8779 return false;
8780 }
8781 }
8782 const optional_vpart_position vp_here = m.veh_at( u.pos() );
8783 const optional_vpart_position vp_there = m.veh_at( dest_loc );
8784
8785 bool pushing = false; // moving -into- grabbed tile; skip check for move_cost > 0
8786 bool pulling = false; // moving -away- from grabbed tile; check for move_cost > 0
8787 bool shifting_furniture = false; // moving furniture and staying still; skip check for move_cost > 0
8788
8789 const tripoint furn_pos = u.pos() + u.grab_point;
8790 const tripoint furn_dest = dest_loc + u.grab_point;
8791
8792 bool grabbed = u.get_grab_type() != OBJECT_NONE;
8793 if( grabbed ) {
8794 const tripoint dp = dest_loc - u.pos();
8795 pushing = dp == u.grab_point;
8796 pulling = dp == -u.grab_point;
8797 }
8798 if( grabbed && dest_loc.z != u.posz() ) {
8799 add_msg( m_warning, _( "You let go of the grabbed object." ) );
8800 grabbed = false;
8801 u.grab( OBJECT_NONE );
8802 }
8803
8804 // Now make sure we're actually holding something
8805 const vehicle *grabbed_vehicle = nullptr;
8806 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE ) {
8807 // We only care about shifting, because it's the only one that can change our destination
8808 if( m.has_furn( u.pos() + u.grab_point ) ) {
8809 shifting_furniture = !pushing && !pulling;
8810 } else {
8811 // We were grabbing a furniture that isn't there
8812 grabbed = false;
8813 }
8814 } else if( grabbed && u.get_grab_type() == OBJECT_VEHICLE ) {
8815 grabbed_vehicle = veh_pointer_or_null( m.veh_at( u.pos() + u.grab_point ) );
8816 if( grabbed_vehicle == nullptr ) {
8817 // We were grabbing a vehicle that isn't there anymore
8818 grabbed = false;
8819 }
8820 } else if( grabbed ) {
8821 // We were grabbing something WEIRD, let's pretend we weren't
8822 grabbed = false;
8823 }
8824 if( u.grab_point != tripoint_zero && !grabbed ) {
8825 add_msg( m_warning, _( "Can't find grabbed object." ) );
8826 u.grab( OBJECT_NONE );
8827 }
8828
8829 if( m.impassable( dest_loc ) && !pushing && !shifting_furniture ) {
8830 if( vp_there && u.mounted_creature && u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) &&
8831 vp_there->vehicle().handle_potential_theft( u ) ) {
8832 tripoint diff = dest_loc - u.pos();
8833 if( diff.x < 0 ) {
8834 diff.x -= 2;
8835 } else if( diff.x > 0 ) {
8836 diff.x += 2;
8837 }
8838 if( diff.y < 0 ) {
8839 diff.y -= 2;
8840 } else if( diff.y > 0 ) {
8841 diff.y += 2;
8842 }
8843 u.mounted_creature->shove_vehicle( dest_loc + diff.xy(),
8844 dest_loc );
8845 }
8846 return false;
8847 }
8848 if( vp_there && !vp_there->vehicle().handle_potential_theft( u ) ) {
8849 return false;
8850 }
8851 if( u.is_mounted() && !pushing && vp_there ) {
8852 add_msg( m_warning, _( "You cannot board a vehicle whilst riding." ) );
8853 return false;
8854 }
8855 u.set_underwater( false );
8856
8857 if( !shifting_furniture && !pushing && is_dangerous_tile( dest_loc ) ) {
8858 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
8859 const auto dangerous_terrain_opt = get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" );
8860 const auto harmful_text = enumerate_as_string( harmful_stuff );
8861 const auto warn_msg = [&]( const char *const msg ) {
8862 add_msg( m_warning, msg, harmful_text );
8863 };
8864
8865 if( dangerous_terrain_opt == "IGNORE" ) {
8866 warn_msg( _( "Stepping into that %1$s looks risky, but you enter anyway." ) );
8867 } else if( dangerous_terrain_opt == "ALWAYS" && !prompt_dangerous_tile( dest_loc ) ) {
8868 return true;
8869 } else if( dangerous_terrain_opt == "RUNNING" &&
8870 ( !u.movement_mode_is( CMM_RUN ) || !prompt_dangerous_tile( dest_loc ) ) ) {
8871 warn_msg( _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ) );
8872 return true;
8873 } else if( dangerous_terrain_opt == "CROUCHING" &&
8874 ( !u.movement_mode_is( CMM_CROUCH ) || !prompt_dangerous_tile( dest_loc ) ) ) {
8875 warn_msg( _( "Stepping into that %1$s looks risky. Crouch and move into it if you wish to enter anyway." ) );
8876 return true;
8877 } else if( dangerous_terrain_opt == "NEVER" && !u.movement_mode_is( CMM_RUN ) ) {
8878 warn_msg( _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ) );
8879 return true;
8880 }
8881 }
8882 // Used to decide whether to print a 'moving is slow message
8883 const int mcost_from = m.move_cost( u.pos() ); //calculate this _before_ calling grabbed_move
8884
8885 int modifier = 0;
8886 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE && u.pos() + u.grab_point == dest_loc ) {
8887 modifier = -m.furn( dest_loc ).obj().movecost;
8888 }
8889
8890 int multiplier = 1;
8891 if( u.is_on_ground() ) {
8892 multiplier *= 3;
8893 }
8894
8895 const int mcost = m.combined_movecost( u.pos(), dest_loc, grabbed_vehicle, modifier,
8896 via_ramp ) * multiplier;
8897 if( grabbed_move( dest_loc - u.pos() ) ) {
8898 return true;
8899 } else if( mcost == 0 ) {
8900 return false;
8901 }
8902 bool diag = trigdist && u.posx() != dest_loc.x && u.posy() != dest_loc.y;
8903 const int previous_moves = u.moves;
8904 if( u.is_mounted() ) {
8905 auto crit = u.mounted_creature.get();
8906 if( !crit->has_flag( MF_RIDEABLE_MECH ) &&
8907 ( m.has_flag_ter_or_furn( "MOUNTABLE", dest_loc ) ||
8908 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR", dest_loc ) ||
8909 m.has_flag_ter_or_furn( "OPENCLOSE_INSIDE", dest_loc ) ||
8910 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_DAMAGED", dest_loc ) ||
8911 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_REINFORCED", dest_loc ) ) ) {
8912 add_msg( m_warning, _( "You cannot pass obstacles whilst mounted." ) );
8913 return false;
8914 }
8915 const double base_moves = u.run_cost( mcost, diag ) * 100.0 / crit->get_speed();
8916 const double encumb_moves = u.get_weight() / 4800.0_gram;
8917 u.moves -= static_cast<int>( std::ceil( base_moves + encumb_moves ) );
8918 if( u.movement_mode_is( CMM_WALK ) ) {
8919 crit->use_mech_power( -2 );
8920 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
8921 crit->use_mech_power( -1 );
8922 } else if( u.movement_mode_is( CMM_RUN ) ) {
8923 crit->use_mech_power( -3 );
8924 }
8925 } else {
8926 u.moves -= u.run_cost( mcost, diag );
8927 /**
8928 TODO:
8929 This should really use the mounted creatures stamina, if mounted.
8930 Monsters don't currently have stamina however.
8931 For the time being just don't burn players stamina when mounted.
8932 */
8933 if( grabbed_vehicle == nullptr || grabbed_vehicle->wheelcache.empty() ) {
8934 //Burn normal amount of stamina if no vehicle grabbed or vehicle lacks wheels
8935 u.burn_move_stamina( previous_moves - u.moves );
8936 } else {
8937 //Burn half as much stamina if vehicle has wheels, without changing move time
8938 u.burn_move_stamina( 0.50 * ( previous_moves - u.moves ) );
8939 }
8940 }
8941 // Max out recoil & reset aim point
8943 u.last_target_pos = std::nullopt;
8944
8945 // Print a message if movement is slow
8946 const int mcost_to = m.move_cost( dest_loc ); //calculate this _after_ calling grabbed_move
8947 const bool fungus = m.has_flag_ter_or_furn( "FUNGUS", u.pos() ) ||
8948 m.has_flag_ter_or_furn( "FUNGUS",
8949 dest_loc ); //fungal furniture has no slowing effect on mycus characters
8950 const bool slowed = ( ( !u.has_trait( trait_PARKOUR ) && ( mcost_to > 2 || mcost_from > 2 ) ) ||
8951 mcost_to > 4 || mcost_from > 4 ) &&
8952 !( u.has_trait( trait_M_IMMUNE ) && fungus );
8953 if( slowed && !u.is_mounted() ) {
8954 // Unless u.pos() has a higher movecost than dest_loc, state that dest_loc is the cause
8955 if( mcost_to >= mcost_from ) {
8956 if( auto displayed_part = vp_there.part_displayed() ) {
8957 add_msg( m_warning, _( "Moving onto this %s is slow!" ),
8958 displayed_part->part().name() );
8959 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
8960 } else {
8961 add_msg( m_warning, _( "Moving onto this %s is slow!" ), m.name( dest_loc ) );
8962 sfx::do_obstacle( m.ter( dest_loc ).id().str() );
8963 }
8964 } else {
8965 if( auto displayed_part = vp_here.part_displayed() ) {
8966 add_msg( m_warning, _( "Moving off of this %s is slow!" ),
8967 displayed_part->part().name() );
8968 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
8969 } else {
8970 add_msg( m_warning, _( "Moving off of this %s is slow!" ), m.name( u.pos() ) );
8971 sfx::do_obstacle( m.ter( u.pos() ).id().str() );
8972 }
8973 }
8974 }
8975 if( !u.is_mounted() && u.has_trait( trait_id( "LEG_TENT_BRACE" ) ) &&
8976 ( !u.footwear_factor() ||
8977 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) {
8978 // DX and IN are long suits for Cephalopods,
8979 // so this shouldn't cause too much hardship
8980 // Presumed that if it's swimmable, they're
8981 // swimming and won't stick
8982 ///\EFFECT_DEX decreases chance of tentacles getting stuck to the ground
8983
8984 ///\EFFECT_INT decreases chance of tentacles getting stuck to the ground
8985 if( !m.has_flag( "SWIMMABLE", dest_loc ) && one_in( 80 + u.dex_cur + u.int_cur ) ) {
8986 add_msg( _( "Your tentacles stick to the ground, but you pull them free." ) );
8987 u.mod_fatigue( 1 );
8988 }
8989 }
8990 if( !u.has_artifact_with( AEP_STEALTH ) && !u.has_trait( trait_id( "DEBUG_SILENT" ) ) ) {
8991 int volume = u.is_stealthy() ? 3 : 6;
8992 volume *= u.mutation_value( "noise_modifier" );
8993 if( volume > 0 ) {
8995 volume = 2;
8996 } else if( u.has_bionic( bionic_id( "bio_ankles" ) ) ) {
8997 volume = 12;
8998 }
8999 if( u.movement_mode_is( CMM_RUN ) ) {
9000 volume *= 1.5;
9001 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
9002 volume /= 2;
9003 }
9004 if( u.is_mounted() ) {
9005 auto mons = u.mounted_creature.get();
9006 switch( mons->get_size() ) {
9007 case MS_TINY:
9008 volume = 0; // No sound for the tinies
9009 break;
9010 case MS_SMALL:
9011 volume /= 3;
9012 break;
9013 case MS_MEDIUM:
9014 break;
9015 case MS_LARGE:
9016 volume *= 1.5;
9017 break;
9018 case MS_HUGE:
9019 volume *= 2;
9020 break;
9021 default:
9022 break;
9023 }
9024 if( mons->has_flag( MF_LOUDMOVES ) ) {
9025 volume += 6;
9026 }
9027 sounds::sound( dest_loc, volume, sounds::sound_t::movement, mons->type->get_footsteps(), false,
9028 "none", "none" );
9029 } else {
9030 sounds::sound( dest_loc, volume, sounds::sound_t::movement, _( "footsteps" ), true,
9031 "none", "none" ); // Sound of footsteps may awaken nearby monsters
9032 }
9034 }
9035
9036 if( one_in( 20 ) && u.has_artifact_with( AEP_MOVEMENT_NOISE ) ) {
9037 sounds::sound( u.pos(), 40, sounds::sound_t::movement, _( "a rattling sound." ), true,
9038 "misc", "rattling" );
9039 }
9040 }
9041
9042 if( m.has_flag_ter_or_furn( TFLAG_HIDE_PLACE, dest_loc ) ) {
9043 add_msg( m_good, _( "You are hiding in the %s." ), m.name( dest_loc ) );
9044 }
9045
9046 if( dest_loc != u.pos() ) {
9048 }
9049
9050 tripoint oldpos = u.pos();
9051 point submap_shift = place_player( dest_loc );
9052 point ms_shift = sm_to_ms_copy( submap_shift );
9053 oldpos = oldpos - ms_shift;
9054
9055 if( pulling ) {
9056 const tripoint shifted_furn_pos = furn_pos - ms_shift;
9057 const tripoint shifted_furn_dest = furn_dest - ms_shift;
9058 const time_duration fire_age = m.get_field_age( shifted_furn_pos, fd_fire );
9059 const int fire_intensity = m.get_field_intensity( shifted_furn_pos, fd_fire );
9060 m.remove_field( shifted_furn_pos, fd_fire );
9061 m.set_field_intensity( shifted_furn_dest, fd_fire, fire_intensity );
9062 m.set_field_age( shifted_furn_dest, fd_fire, fire_age );
9063 }
9064
9065 if( u.is_hauling() ) {
9066 start_hauling( oldpos );
9067 }
9068
9070
9071 return true;
9072}
void burn_move_stamina(int moves)
Definition: character.cpp:7081
bool is_stealthy() const
Returns true if the player has stealthy movement.
virtual bool has_artifact_with(art_effect_passive effect) const
Definition: character.cpp:3184
units::mass get_weight() const override
Returns body weight plus weight of inventory and worn/wielded items.
Definition: character.cpp:3655
bool is_on_ground() const override
Returns true if the player is knocked over or has broken legs.
Definition: character.cpp:886
float mutation_value(const std::string &val) const
Goes over all mutations, gets min and max of a value with given name.
Definition: character.cpp:6607
int run_cost(int base_cost, bool diag=false) const
Returns the player's modified base movement cost.
Definition: character.cpp:9981
m_size get_size() const override
Get size class of character.
Definition: character.cpp:564
bool grabbed_move(const tripoint &dp)
Check for dangerous stuff at dest_loc, return false if the player decides not to step there.
Definition: game.cpp:9678
bool is_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8681
int combined_movecost(const tripoint &from, const tripoint &to, const vehicle *ignored_vehicle=nullptr, int modifier=0, bool flying=false, bool via_ramp=false) const
Cost to move out of one tile and into the next.
Definition: map.cpp:1897
m_size get_size() const override
Definition: monster.cpp:2695
std::optional< vpart_reference > part_displayed() const
Definition: vehicle.cpp:2499
std::optional< tripoint > last_target_pos
Definition: player.h:242
const std::string & str() const
Returns the identifier as plain std::string.
Definition: string_id.h:255
@ MS_TINY
Definition: creature.h:58
@ MS_LARGE
Definition: creature.h:61
@ MS_MEDIUM
Definition: creature.h:60
static const itype_id itype_rm13_armor_on("rm13_armor_on")
static const trait_id trait_M_IMMUNE("M_IMMUNE")
@ TFLAG_SMALL_PASSAGE
Definition: mapdata.h:320
@ TFLAG_HIDE_PLACE
Definition: mapdata.h:315
@ MF_LOUDMOVES
Definition: mtype.h:175
void fungus(player &p, const tripoint &examp)
Remove furniture.
Definition: iexamine.cpp:2222
void do_obstacle(const std::string &obst="")
Definition: sounds.cpp:1633
void do_footstep()
Definition: sounds.cpp:1610

References _, add_msg(), AEP_MOVEMENT_NOISE, AEP_STEALTH, cata_event_dispatch::avatar_moves(), Character::burn_move_stamina(), CMM_CROUCH, CMM_RUN, CMM_WALK, map::combined_movecost(), Character::dex_cur, sfx::do_footstep(), sfx::do_obstacle(), enumerate_as_string(), fd_fire, Character::footwear_factor(), iexamine::fungus(), map::furn(), get_dangerous_tile(), map::get_field_age(), map::get_field_intensity(), avatar::get_grab_type(), Character::get_size(), monster::get_size(), Character::get_weight(), avatar::grab(), player::grab_point, grabbed_move(), Character::has_artifact_with(), Character::has_bionic(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_furn(), Character::has_trait(), int_id< T >::id(), map::impassable(), Character::int_cur, is_dangerous_tile(), Character::is_hauling(), Character::is_mounted(), Character::is_on_ground(), Character::is_stealthy(), Character::is_wearing(), itype_rm13_armor_on, player::last_target_pos, m, m_bad, m_good, m_warning, MAX_RECOIL, MF_LOUDMOVES, MF_RIDEABLE_MECH, Character::mod_fatigue(), Character::mounted_creature, map::move_cost(), map_data_common_t::movecost, sounds::movement, Character::movement_mode_is(), Creature::moves, MS_HUGE, MS_LARGE, MS_MEDIUM, MS_SMALL, MS_TINY, Character::mutation_value(), map::name(), int_id< T >::obj(), OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, on_move_effects(), one_in(), optional_vpart_position::part_displayed(), place_player(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), prompt_dangerous_tile(), Character::recoil, map::remove_field(), Character::run_cost(), map::set_field_age(), map::set_field_intensity(), Character::set_underwater(), sm_to_ms_copy(), sounds::sound(), start_hauling(), string_id< T >::str(), map::ter(), TFLAG_HIDE_PLACE, TFLAG_SMALL_PASSAGE, trait_M_IMMUNE, trait_PARKOUR, trigdist, tripoint_zero, u, map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), tripoint::y, and tripoint::z.

Referenced by swap_critters().

◆ win()

void game::win ( )

Marks the game as won.

Doesn't end the game.

Definition at line 2429 of file game.cpp.

2430{
2431 win_screen();
2433 memorial().add(
2434 pgettext( "memorial_male", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2435 pgettext( "memorial_female", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2436 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2437 if( !u.is_dead_state() ) {
2440 }
2441}
void win_screen()
Definition: game.cpp:2443
void add(const std::string &male_msg, const std::string &female_msg)
Adds an event to the memorial log, to be written to the memorial file when the character dies.
const time_point & start_of_game
Definition: calendar.cpp:34

References achievements_tracker_ptr, memorial_logger::add(), Messages::display_messages(), get_kill_tracker(), Character::is_dead_state(), memorial(), pgettext(), show_scores_ui(), calendar::start_of_game, stats(), calendar::turn, u, and win_screen().

◆ win_screen()

void game::win_screen ( )
private

Definition at line 2443 of file game.cpp.

2444{
2445 // TODO: Move this wall somewhere
2447 std::string msg = _( "You managed to close the portal and end the invasion!" );
2448 msg += '\n';
2449 if( u.is_dead_state() ) {
2451 "Unfortunately, you had to sacrifice your life to achieve this." );
2452 msg += colorize( t, c_red ) + '\n';
2453 memorial().add(
2454 pgettext( "memorial_male", "Sacrificed his life to close the portal." ),
2455 pgettext( "memorial_female", "Sacrificed her life to close the portal." ) );
2456 } else {
2457 translation t = translation::to_translation( "win_game", "You managed to survive the ordeal." );
2458 msg += colorize( t, c_green ) + '\n';
2459 memorial().add(
2460 pgettext( "memorial_male", "Safely closed the portal." ),
2461 pgettext( "memorial_female", "Safely closed the portal." ) );
2462 }
2463 msg += string_format( _( "It took you %1$.1f days (%2$d seconds)." ),
2464 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2465 // TODO: Print starting stats, traits, skills, all mods ever used, easiest of settings
2466 popup( msg );
2467}
Class for storing translation context and raw string for deferred translation.
Definition: translations.h:152
static translation to_translation(const std::string &raw)
Store a string, an optional plural form, and an optional context for translation.

References _, memorial_logger::add(), c_green, c_red, colorize(), Character::is_dead_state(), memorial(), pgettext(), popup(), calendar::start_of_game, string_format(), translation::to_translation(), calendar::turn, and u.

Referenced by win().

◆ write_memorial_file()

void game::write_memorial_file ( const std::string &  filename,
std::string  sLastWords 
)

Writes information about the character out to a text file timestamped with the time of the file was made.

This serves as a record of the character's state at the time the memorial was made (usually upon death) and accomplishments in a human-readable format.

Definition at line 2767 of file game.cpp.

2768{
2769 const std::string &memorial_dir = PATH_INFO::memorialdir();
2770 const std::string &memorial_active_world_dir = memorial_dir +
2771 world_generator->active_world->world_name + "/";
2772
2773 //Check if both dirs exist. Nested assure_dir_exist fails if the first dir of the nested dir does not exist.
2774 if( !assure_dir_exist( memorial_dir ) ) {
2775 debugmsg( "Could not make '%s' directory", memorial_dir );
2776 return;
2777 }
2778
2779 if( !assure_dir_exist( memorial_active_world_dir ) ) {
2780 debugmsg( "Could not make '%s' directory", memorial_active_world_dir );
2781 return;
2782 }
2783
2784 std::string path = memorial_active_world_dir + filename + ".txt";
2785
2786 write_to_file( path, [&]( std::ostream & fout ) {
2787 memorial().write( fout, sLastWords );
2788 }, _( "player memorial" ) );
2789}
void write(std::ostream &memorial_file, const std::string &epitaph) const
std::string memorialdir()
Definition: path_info.cpp:222

References _, assure_dir_exist(), debugmsg, memorial(), PATH_INFO::memorialdir(), world_generator, memorial_logger::write(), and write_to_file().

Referenced by cleanup_at_end().

◆ zones_manager()

void game::zones_manager ( )

Definition at line 6087 of file game.cpp.

6088{
6089 const tripoint stored_view_offset = u.view_offset;
6090
6092
6093 const int zone_ui_height = 12;
6094 const int zone_options_height = 7;
6095
6096 const int width = 45;
6097
6098 int offsetX = 0;
6099 int max_rows = 0;
6100
6101 catacurses::window w_zones;
6102 catacurses::window w_zones_border;
6103 catacurses::window w_zones_info;
6104 catacurses::window w_zones_info_border;
6105 catacurses::window w_zones_options;
6106
6107 bool show = true;
6108
6109 ui_adaptor ui;
6110 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
6111 if( !show ) {
6112 ui.position( point_zero, point_zero );
6113 return;
6114 }
6115 offsetX = get_option<std::string>( "SIDEBAR_POSITION" ) != "left" ?
6116 TERMX - width : 0;
6117 const int w_zone_height = TERMY - zone_ui_height;
6118 max_rows = w_zone_height - 2;
6119 w_zones = catacurses::newwin( w_zone_height - 2, width - 2,
6120 point( offsetX + 1, 1 ) );
6121 w_zones_border = catacurses::newwin( w_zone_height, width,
6122 point( offsetX, 0 ) );
6123 w_zones_info = catacurses::newwin( zone_ui_height - zone_options_height - 1,
6124 width - 2, point( offsetX + 1, w_zone_height ) );
6125 w_zones_info_border = catacurses::newwin( zone_ui_height, width,
6126 point( offsetX, w_zone_height ) );
6127 w_zones_options = catacurses::newwin( zone_options_height - 1, width - 2,
6128 point( offsetX + 1, TERMY - zone_options_height ) );
6129
6130 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
6131 } );
6132 ui.mark_resize();
6133
6134 std::string action;
6135 input_context ctxt( "ZONES_MANAGER" );
6136 ctxt.register_cardinal();
6137 ctxt.register_action( "CONFIRM" );
6138 ctxt.register_action( "QUIT" );
6139 ctxt.register_action( "ADD_ZONE" );
6140 ctxt.register_action( "REMOVE_ZONE" );
6141 ctxt.register_action( "MOVE_ZONE_UP" );
6142 ctxt.register_action( "MOVE_ZONE_DOWN" );
6143 ctxt.register_action( "SHOW_ZONE_ON_MAP" );
6144 ctxt.register_action( "ENABLE_ZONE" );
6145 ctxt.register_action( "DISABLE_ZONE" );
6146 ctxt.register_action( "SHOW_ALL_ZONES" );
6147 ctxt.register_action( "HELP_KEYBINDINGS" );
6148
6149 auto &mgr = zone_manager::get_manager();
6150 int start_index = 0;
6151 int active_index = 0;
6152 bool blink = false;
6153 bool stuff_changed = false;
6154 bool show_all_zones = false;
6155 int zone_cnt = 0;
6156
6157 // get zones on the same z-level, with distance between player and
6158 // zone center point <= 50 or all zones, if show_all_zones is true
6159 auto get_zones = [&]() {
6160 std::vector<zone_manager::ref_zone_data> zones;
6161 if( show_all_zones ) {
6162 zones = mgr.get_zones();
6163 } else {
6164 const tripoint &u_abs_pos = m.getabs( u.pos() );
6165 for( zone_manager::ref_zone_data &ref : mgr.get_zones() ) {
6166 const tripoint &zone_abs_pos = ref.get().get_center_point();
6167 if( u_abs_pos.z == zone_abs_pos.z && rl_dist( u_abs_pos, zone_abs_pos ) <= 50 ) {
6168 zones.emplace_back( ref );
6169 }
6170 }
6171 }
6172 zone_cnt = static_cast<int>( zones.size() );
6173 return zones;
6174 };
6175
6176 auto zones = get_zones();
6177
6178 auto zones_manager_options = [&]() {
6179 werase( w_zones_options );
6180
6181 if( zone_cnt > 0 ) {
6182 const auto &zone = zones[active_index].get();
6183
6184 if( zone.has_options() ) {
6185 const auto &descriptions = zone.get_options().get_descriptions();
6186
6187 // NOLINTNEXTLINE(cata-use-named-point-constants)
6188 mvwprintz( w_zones_options, point( 1, 0 ), c_white, _( "Options" ) );
6189
6190 int y = 1;
6191 for( const auto &desc : descriptions ) {
6192 mvwprintz( w_zones_options, point( 3, y ), c_white, desc.first );
6193 mvwprintz( w_zones_options, point( 20, y ), c_white, desc.second );
6194 y++;
6195 }
6196 }
6197 }
6198
6199 wnoutrefresh( w_zones_options );
6200 };
6201
6202 std::optional<tripoint> zone_start;
6203 std::optional<tripoint> zone_end;
6204 bool zone_blink = false;
6205 bool zone_cursor = false;
6207 zone_start, zone_end, zone_blink, zone_cursor );
6208 add_draw_callback( zone_cb );
6209
6210 auto query_position =
6211 [&]() -> std::optional<std::pair<tripoint, tripoint>> {
6212 on_out_of_scope invalidate_current_ui( [&]()
6213 {
6214 ui.mark_resize();
6215 } );
6216 restore_on_out_of_scope<bool> show_prev( show );
6217 restore_on_out_of_scope<std::optional<tripoint>> zone_start_prev( zone_start );
6218 restore_on_out_of_scope<std::optional<tripoint>> zone_end_prev( zone_end );
6219 show = false;
6220 zone_start = std::nullopt;
6221 zone_end = std::nullopt;
6222 ui.mark_resize();
6223
6225 popup.on_top( true );
6226 popup.message( "%s", _( "Select first point." ) );
6227
6229
6230 const look_around_result first = look_around( /*show_window=*/false, center, center, false, true,
6231 false );
6232 if( first.position )
6233 {
6234 popup.message( "%s", _( "Select second point." ) );
6235
6236 const look_around_result second = look_around( /*show_window=*/false, center, *first.position,
6237 true, true, false );
6238 if( second.position ) {
6239 tripoint first_abs = m.getabs( tripoint( std::min( first.position->x,
6240 second.position->x ),
6241 std::min( first.position->y, second.position->y ),
6242 std::min( first.position->z,
6243 second.position->z ) ) );
6244 tripoint second_abs = m.getabs( tripoint( std::max( first.position->x,
6245 second.position->x ),
6246 std::max( first.position->y, second.position->y ),
6247 std::max( first.position->z,
6248 second.position->z ) ) );
6249 return std::pair<tripoint, tripoint>( first_abs, second_abs );
6250 }
6251 }
6252
6253 return std::nullopt;
6254 };
6255
6256 ui.on_redraw( [&]( const ui_adaptor & ) {
6257 if( !show ) {
6258 return;
6259 }
6260 zones_manager_draw_borders( w_zones_border, w_zones_info_border, zone_ui_height, width );
6261 zones_manager_shortcuts( w_zones_info );
6262
6263 if( zone_cnt == 0 ) {
6264 werase( w_zones );
6265 mvwprintz( w_zones, point( 2, 5 ), c_white, _( "No Zones defined." ) );
6266
6267 } else {
6268 werase( w_zones );
6269
6270 calcStartPos( start_index, active_index, max_rows, zone_cnt );
6271
6272 draw_scrollbar( w_zones_border, active_index, max_rows, zone_cnt, point_south );
6273 wnoutrefresh( w_zones_border );
6274
6275 int iNum = 0;
6276
6277 tripoint player_absolute_pos = m.getabs( u.pos() );
6278
6279 //Display saved zones
6280 for( auto &i : zones ) {
6281 if( iNum >= start_index &&
6282 iNum < start_index + ( ( max_rows > zone_cnt ) ? zone_cnt : max_rows ) ) {
6283 const auto &zone = i.get();
6284
6285 nc_color colorLine = ( zone.get_enabled() ) ? c_white : c_light_gray;
6286
6287 if( iNum == active_index ) {
6288 mvwprintz( w_zones, point( 0, iNum - start_index ), c_yellow, "%s", ">>" );
6289 colorLine = ( zone.get_enabled() ) ? c_light_green : c_green;
6290 }
6291
6292 //Draw Zone name
6293 mvwprintz( w_zones, point( 3, iNum - start_index ), colorLine,
6294 trim_by_length( zone.get_name(), 15 ) );
6295
6296 //Draw Type name
6297 mvwprintz( w_zones, point( 20, iNum - start_index ), colorLine,
6298 mgr.get_name_from_type( zone.get_type() ) );
6299
6300 tripoint center = zone.get_center_point();
6301
6302 //Draw direction + distance
6303 mvwprintz( w_zones, point( 32, iNum - start_index ), colorLine, "%*d %s",
6304 5, static_cast<int>( trig_dist( player_absolute_pos, center ) ),
6305 direction_name_short( direction_from( player_absolute_pos,
6306 center ) ) );
6307
6308 //Draw Vehicle Indicator
6309 mvwprintz( w_zones, point( 41, iNum - start_index ), colorLine,
6310 zone.get_is_vehicle() ? "*" : "" );
6311 }
6312 iNum++;
6313 }
6314
6315 // Display zone options
6316 zones_manager_options();
6317 }
6318
6319 wnoutrefresh( w_zones );
6320 } );
6321
6322 zones_manager_open = true;
6323 do {
6324 if( action == "ADD_ZONE" ) {
6325 do { // not a loop, just for quick bailing out if canceled
6326 const auto maybe_id = mgr.query_type();
6327 if( !maybe_id.has_value() ) {
6328 break;
6329 }
6330
6331 const zone_type_id &id = maybe_id.value();
6332 auto options = zone_options::create( id );
6333
6334 if( !options->query_at_creation() ) {
6335 break;
6336 }
6337
6338 auto default_name = options->get_zone_name_suggestion();
6339 if( default_name.empty() ) {
6340 default_name = mgr.get_name_from_type( id );
6341 }
6342 const auto maybe_name = mgr.query_name( default_name );
6343 if( !maybe_name.has_value() ) {
6344 break;
6345 }
6346 const std::string &name = maybe_name.value();
6347
6348 const auto position = query_position();
6349 if( !position ) {
6350 break;
6351 }
6352
6353 mgr.add( name, id, g->u.get_faction()->id, false, true, position->first,
6354 position->second, options );
6355
6356 zones = get_zones();
6357 active_index = zone_cnt - 1;
6358
6359 stuff_changed = true;
6360 } while( false );
6361
6362 blink = false;
6363 } else if( action == "SHOW_ALL_ZONES" ) {
6364 show_all_zones = !show_all_zones;
6365 zones = get_zones();
6366 active_index = 0;
6367 } else if( zone_cnt > 0 ) {
6368 if( action == "UP" ) {
6369 active_index--;
6370 if( active_index < 0 ) {
6371 active_index = zone_cnt - 1;
6372 }
6373 blink = false;
6374 } else if( action == "DOWN" ) {
6375 active_index++;
6376 if( active_index >= zone_cnt ) {
6377 active_index = 0;
6378 }
6379 blink = false;
6380 } else if( action == "REMOVE_ZONE" ) {
6381 if( active_index < zone_cnt ) {
6382 mgr.remove( zones[active_index] );
6383 zones = get_zones();
6384 active_index--;
6385
6386 if( active_index < 0 ) {
6387 active_index = 0;
6388 }
6389 }
6390 blink = false;
6391 stuff_changed = true;
6392
6393 } else if( action == "CONFIRM" ) {
6394 auto &zone = zones[active_index].get();
6395
6396 uilist as_m;
6397 as_m.text = _( "What do you want to change:" );
6398 as_m.entries.emplace_back( 1, true, '1', _( "Edit name" ) );
6399 as_m.entries.emplace_back( 2, true, '2', _( "Edit type" ) );
6400 as_m.entries.emplace_back( 3, zone.get_options().has_options(), '3',
6401 zone.get_type() == zone_type_id( "LOOT_CUSTOM" ) ? _( "Edit filter" ) : _( "Edit options" ) );
6402 as_m.entries.emplace_back( 4, !zone.get_is_vehicle(), '4', _( "Edit position" ) );
6403 // TODO: Enable moving vzone after vehicle zone can be bigger than 1*1
6404 as_m.entries.emplace_back( 5, !zone.get_is_vehicle(), '5', _( "Move position" ) );
6405 as_m.query();
6406
6407 switch( as_m.ret ) {
6408 case 1:
6409 if( zone.set_name() ) {
6410 stuff_changed = true;
6411 }
6412 break;
6413 case 2:
6414 if( zone.set_type() ) {
6415 stuff_changed = true;
6416 }
6417 break;
6418 case 3:
6419 if( zone.get_options().query() ) {
6420 stuff_changed = true;
6421 }
6422 break;
6423 case 4: {
6424 const auto pos = query_position();
6425 if( pos && ( pos->first != zone.get_start_point() ||
6426 pos->second != zone.get_end_point() ) ) {
6427 zone.set_position( *pos );
6428 stuff_changed = true;
6429 }
6430 break;
6431 }
6432 case 5: {
6433 on_out_of_scope invalidate_current_ui( [&]() {
6434 ui.mark_resize();
6435 } );
6436 restore_on_out_of_scope<bool> show_prev( show );
6437 restore_on_out_of_scope<std::optional<tripoint>> zone_start_prev( zone_start );
6438 restore_on_out_of_scope<std::optional<tripoint>> zone_end_prev( zone_end );
6439 show = false;
6440 zone_start = std::nullopt;
6441 zone_end = std::nullopt;
6442 ui.mark_resize();
6443 static_popup message_pop;
6444 message_pop.on_top( true );
6445 message_pop.message( "%s", _( "Moving zone." ) );
6446 const auto zone_local_start_point = m.getlocal( zone.get_start_point() );
6447 const auto zone_local_end_point = m.getlocal( zone.get_end_point() );
6448 // local position of the zone center, used to calculate the u.view_offset,
6449 // could center the screen to the position it represents
6450 auto view_center = m.getlocal( zone.get_center_point() );
6451 const look_around_result result_local = look_around( false, view_center,
6452 zone_local_start_point, false, false,
6453 false, true, zone_local_end_point );
6454 if( result_local.position ) {
6455 const auto new_start_point = m.getabs( *result_local.position );
6456 if( new_start_point == zone.get_start_point() ) {
6457 break; // Nothing changed, don't save
6458 }
6459
6460 const auto new_end_point = zone.get_end_point() - zone.get_start_point() + new_start_point;
6461 zone.set_position( std::pair<tripoint, tripoint>( new_start_point, new_end_point ) );
6462 stuff_changed = true;
6463 }
6464 }
6465 break;
6466 default:
6467 break;
6468 }
6469
6470 blink = false;
6471 } else if( action == "MOVE_ZONE_UP" && zone_cnt > 1 ) {
6472 if( active_index < zone_cnt - 1 ) {
6473 mgr.swap( zones[active_index], zones[active_index + 1] );
6474 zones = get_zones();
6475 active_index++;
6476 }
6477 blink = false;
6478 stuff_changed = true;
6479
6480 } else if( action == "MOVE_ZONE_DOWN" && zone_cnt > 1 ) {
6481 if( active_index > 0 ) {
6482 mgr.swap( zones[active_index], zones[active_index - 1] );
6483 zones = get_zones();
6484 active_index--;
6485 }
6486 blink = false;
6487 stuff_changed = true;
6488
6489 } else if( action == "SHOW_ZONE_ON_MAP" ) {
6490 //show zone position on overmap;
6491 tripoint_abs_omt player_overmap_position = u.global_omt_location();
6492 // TODO: fix point types
6493 tripoint_abs_omt zone_overmap( ms_to_omt_copy( zones[active_index].get().get_center_point() ) );
6494
6495 ui::omap::display_zones( player_overmap_position, zone_overmap, active_index );
6496 } else if( action == "ENABLE_ZONE" ) {
6497 zones[active_index].get().set_enabled( true );
6498
6499 stuff_changed = true;
6500
6501 } else if( action == "DISABLE_ZONE" ) {
6502 zones[active_index].get().set_enabled( false );
6503
6504 stuff_changed = true;
6505 }
6506 }
6507
6508 if( zone_cnt > 0 ) {
6509 blink = !blink;
6510 const auto &zone = zones[active_index].get();
6511 zone_start = m.getlocal( zone.get_start_point() );
6512 zone_end = m.getlocal( zone.get_end_point() );
6513 ctxt.set_timeout( get_option<int>( "BLINK_SPEED" ) );
6514 } else {
6515 blink = false;
6516 zone_start = zone_end = std::nullopt;
6517 ctxt.reset_timeout();
6518 }
6519
6520 // Actually accessed from the terrain overlay callback `zone_cb` in the
6521 // call to `ui_manager::redraw`.
6522 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6523 zone_blink = blink;
6525
6527
6528 //Wait for input
6529 action = ctxt.handle_input();
6530 } while( action != "QUIT" );
6531 zones_manager_open = false;
6532 ctxt.reset_timeout();
6533 zone_cb = nullptr;
6534
6535 if( stuff_changed ) {
6536 auto &zones = zone_manager::get_manager();
6537 if( query_yn( _( "Save changes?" ) ) ) {
6538 zones.save_zones();
6539 } else {
6540 zones.load_zones();
6541 }
6542
6543 zones.cache_data();
6544 }
6545
6546 u.view_offset = stored_view_offset;
6547}
query_popup & on_top(bool top)
Whether to show the popup on the top of the screen.
Definition: popup.cpp:59
std::reference_wrapper< zone_data > ref_zone_data
Definition: clzones.h:342
static shared_ptr_fast< zone_options > create(const zone_type_id &type)
Definition: clzones.cpp:186
int trig_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:512
static void zones_manager_shortcuts(const catacurses::window &w_info)
Definition: game.cpp:6022
static void zones_manager_draw_borders(const catacurses::window &w_border, const catacurses::window &w_info_border, const int iInfoHeight, const int width)
Definition: game.cpp:6045
void optional(const JsonObject &jo, const bool was_loaded, const std::string &name, MemberType &member)
std::string options()
Definition: path_info.cpp:230
const std::set< itype_id > & get()
void display_zones(const tripoint_abs_omt &center, const tripoint_abs_omt &select, int iZoneIndex)
Display overmap like with display() and display the given zone.
std::string trim_by_length(const std::string &text, int width)
Definition: output.cpp:224
std::optional< tripoint > position
Definition: game.h:127

References _, action, add_draw_callback(), c_green, c_light_gray, c_light_green, c_white, c_yellow, calcStartPos(), center, zone_options::create(), create_zone_callback(), direction_from(), direction_name_short(), ui::omap::display_zones(), draw_scrollbar(), uilist::entries, g, charge_removal_blacklist::get(), zone_manager::get_manager(), map::getabs(), map::getlocal(), Character::global_omt_location(), input_context::handle_input(), invalidate_main_ui_adaptor(), look_around(), m, query_popup::message(), ms_to_omt_copy(), mvwprintz(), om_direction::name(), catacurses::newwin(), query_popup::on_top(), optional(), PATH_INFO::options(), point_south, point_zero, popup(), Character::pos(), look_around_result::position, uilist::query(), query_yn(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), input_context::reset_timeout(), uilist::ret, rl_dist(), second, input_context::set_timeout(), TERMX, TERMY, uilist::text, trig_dist(), trim_by_length(), tripoint_zero, u, player::view_offset, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::z, zones_manager_draw_borders(), zones_manager_open, and zones_manager_shortcuts().

Referenced by handle_action().

◆ zoom_in()

void game::zoom_in ( )

Definition at line 7049 of file game.cpp.

7050{
7051#if defined(TILES)
7052 if( tileset_zoom == 64 ) {
7053 tileset_zoom = MAXIMUM_ZOOM_LEVEL;
7054 } else {
7056 }
7057 rescale_tileset( tileset_zoom );
7058#endif
7059}

References tileset_zoom.

Referenced by handle_action(), and look_around().

◆ zoom_out()

void game::zoom_out ( )

Definition at line 7037 of file game.cpp.

7038{
7039#if defined(TILES)
7040 if( tileset_zoom > MAXIMUM_ZOOM_LEVEL ) {
7042 } else {
7043 tileset_zoom = 64;
7044 }
7045 rescale_tileset( tileset_zoom );
7046#endif
7047}

References tileset_zoom.

Referenced by handle_action(), and look_around().

Friends And Related Function Documentation

◆ advanced_inventory

friend class advanced_inventory
friend

Definition at line 146 of file game.h.

◆ Creature_range

friend class Creature_range
friend

Definition at line 334 of file game.h.

Referenced by all_creatures().

◆ editmap

friend class editmap
friend

Definition at line 145 of file game.h.

◆ get_avatar

avatar & get_avatar ( )
friend

Definition at line 104 of file avatar.cpp.

105{
106 return g->u;
107}

Referenced by butcher_submenu(), and get_player_base_save_path().

◆ get_distribution_grid_tracker

distribution_grid_tracker & get_distribution_grid_tracker ( )
friend

Returns distribution grid tracker that is a part of the global game *g.

game TODO: This wouldn't be required in an ideal world

Definition at line 12047 of file game.cpp.

12048{
12049 return *g->grid_tracker_ptr;
12050}

◆ get_map

map & get_map ( )
friend

◆ get_player_character

Character & get_player_character ( )
friend

Definition at line 393 of file character.cpp.

394{
395 return g->u;
396}

◆ get_weather

weather_manager & get_weather ( )
friend

Definition at line 64 of file weather.cpp.

65{
66 return *g->weather_manager_ptr;
67}

Referenced by do_turn(), get_player_input(), is_in_sunlight(), load(), natural_light_level(), place_player_overmap(), serialize_master(), setup(), start_game(), and unserialize_master().

◆ main_menu

friend class main_menu
friend

Definition at line 147 of file game.h.

◆ monster_range

friend class monster_range
friend

Definition at line 333 of file game.h.

Referenced by all_monsters().

Member Data Documentation

◆ achievements_tracker_ptr

pimpl<achievements_tracker> game::achievements_tracker_ptr
private

Definition at line 954 of file game.h.

Referenced by death_screen(), game(), handle_action(), serialize(), setup(), unserialize(), and win().

◆ active_npc

◆ auto_travel_mode

bool game::auto_travel_mode = false

Definition at line 1017 of file game.h.

Referenced by handle_action(), serialize(), and unserialize().

◆ bVMonsterLookFire

bool game::bVMonsterLookFire = false
private

Definition at line 1034 of file game.h.

Referenced by list_monsters(), look_around(), and setup().

◆ coming_to_stairs

std::vector<monster> game::coming_to_stairs

◆ critter_died

bool game::critter_died = false
private

Has anything died in this turn and needs to be cleaned up?

Definition at line 1048 of file game.h.

Referenced by cleanup_dead(), and set_critter_died().

◆ critter_tracker

◆ debug_hour_timer

◆ debug_pathfinding

bool game::debug_pathfinding = false

Definition at line 998 of file game.h.

◆ debug_submap_grid_overlay

bool game::debug_submap_grid_overlay = false

Definition at line 999 of file game.h.

◆ destination_preview

std::vector<tripoint> game::destination_preview
private

◆ displaying_lighting_condition

int game::displaying_lighting_condition = 0

Type of lighting condition overlay to display.

Definition at line 1011 of file game.h.

◆ displaying_overlays

std::optional<action_id> game::displaying_overlays
private

Definition at line 918 of file game.h.

Referenced by display_overlay_state(), and display_toggle_overlay().

◆ displaying_visibility_creature

Creature* game::displaying_visibility_creature

Creature for which to display the visibility map.

Definition at line 1009 of file game.h.

Referenced by display_visibility().

◆ draw_callbacks

std::vector<weak_ptr_fast<draw_callback_t> > game::draw_callbacks
private

Definition at line 225 of file game.h.

Referenced by add_draw_callback(), and draw().

◆ driving_view_offset

point game::driving_view_offset

Definition at line 996 of file game.h.

Referenced by calc_driving_offset(), do_turn(), handle_action(), and set_driving_view_offset().

◆ event_bus_ptr

pimpl<event_bus> game::event_bus_ptr
private

Definition at line 952 of file game.h.

Referenced by events().

◆ faction_manager_ptr

◆ first_redraw_since_waiting_started

bool game::first_redraw_since_waiting_started = true
private

Is this the first redraw since waiting (sleeping or activity) started.

Definition at line 1050 of file game.h.

Referenced by do_turn(), and game().

◆ follower_ids

std::set<character_id> game::follower_ids
private

◆ fullscreen

bool game::fullscreen = false

◆ gamemode

std::unique_ptr<special_game> game::gamemode
private

◆ grid_tracker_ptr

pimpl<distribution_grid_tracker> game::grid_tracker_ptr
private

Definition at line 958 of file game.h.

Referenced by do_turn(), load_map(), on_options_changed(), and update_map().

◆ is_looking

bool game::is_looking = false
private

Definition at line 224 of file game.h.

Referenced by draw_ter(), and look_around().

◆ kill_tracker_ptr

pimpl<kill_tracker> game::kill_tracker_ptr
private

Definition at line 955 of file game.h.

Referenced by game(), get_kill_tracker(), serialize(), setup(), and unserialize().

◆ last_mouse_edge_scroll

std::chrono::time_point<std::chrono::steady_clock> game::last_mouse_edge_scroll
private

Definition at line 1067 of file game.h.

Referenced by mouse_edge_scrolling().

◆ last_mouse_edge_scroll_vector_overmap

tripoint game::last_mouse_edge_scroll_vector_overmap
private

Definition at line 1069 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_mouse_edge_scroll_vector_terrain

tripoint game::last_mouse_edge_scroll_vector_terrain
private

Definition at line 1068 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_save_timestamp

time_t game::last_save_timestamp
private

Definition at line 1040 of file game.h.

Referenced by autosave(), init_autosave(), and quicksave().

◆ latest_lightlevels

std::array<float, OVERMAP_LAYERS> game::latest_lightlevels
mutableprivate

Definition at line 1041 of file game.h.

Referenced by natural_light_level(), and reset_light_level().

◆ list_item_downvote

std::string game::list_item_downvote
private

Definition at line 1031 of file game.h.

Referenced by list_items().

◆ list_item_upvote

std::string game::list_item_upvote
private

Definition at line 1030 of file game.h.

Referenced by list_items().

◆ liveview

live_view& game::liveview
private

Definition at line 949 of file game.h.

Referenced by draw_look_around_cursor(), and handle_mouseview().

◆ liveview_ptr

pimpl<live_view> game::liveview_ptr
private

Definition at line 948 of file game.h.

◆ m

map& game::m

Definition at line 962 of file game.h.

Referenced by autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), catch_a_monster(), chat(), check_near_zone(), check_zone(), control_vehicle(), delete_cyborg_item(), disable_robot(), disp_NPCs(), do_turn(), draw(), draw_bullet(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_look_around_cursor(), draw_ter(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_cur_om(), get_dangerous_tile(), get_fishable_locations(), get_levx(), get_levy(), get_levz(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_veh_move(), handle_action(), is_empty(), is_game_over(), is_in_sunlight(), is_sheltered(), knockback(), list_items(), list_monsters(), load(), load_map(), load_npcs(), look_around(), mon_info_update(), monmove(), moving_vehicle_dismount(), peek(), perhaps_add_random_npc(), phasing_move(), pickup(), place_critter_around(), place_player(), place_player_overmap(), place_vehicle_nearby(), pre_print_all_tile_info(), print_all_tile_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_artifact(), prompt_dangerous_tile(), remoteveh(), save_maps(), serialize(), setup(), shift_monsters(), start_game(), start_hauling(), swap_critters(), try_get_left_click_action(), try_get_right_click_action(), update_map(), update_stair_monsters(), use_computer(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), and zones_manager().

◆ main_ui_adaptor

weak_ptr_fast<ui_adaptor> game::main_ui_adaptor
private

◆ map_ptr

pimpl<map> game::map_ptr
private

Definition at line 946 of file game.h.

◆ memorial_logger_ptr

pimpl<memorial_logger> game::memorial_logger_ptr
private

Definition at line 956 of file game.h.

Referenced by game(), and memorial().

◆ monstairz

int game::monstairz = 0

Definition at line 983 of file game.h.

Referenced by update_stair_monsters(), and vertical_move().

◆ mostseen

int game::mostseen = 0

◆ moves_since_last_save

int game::moves_since_last_save = 0
private

Definition at line 1039 of file game.h.

Referenced by do_turn(), get_moves_since_last_save(), init_autosave(), quickload(), and quicksave().

◆ new_game

bool game::new_game = false

True if the game has just started or loaded, else false.

Definition at line 979 of file game.h.

Referenced by do_turn(), setup(), and start_game().

◆ next_mission_id

int game::next_mission_id = 0
private

Definition at line 1037 of file game.h.

Referenced by assign_mission_id(), serialize_master(), setup(), and unserialize_master().

◆ next_npc_id

character_id game::next_npc_id
private

Definition at line 1035 of file game.h.

Referenced by assign_npc_id(), serialize_master(), setup(), and unserialize_master().

◆ npcs_dirty

bool game::npcs_dirty = false
private

Has a NPC been spawned since last load?

Definition at line 1046 of file game.h.

Referenced by do_turn(), load_npcs(), and set_npcs_dirty().

◆ queue_screenshot

bool game::queue_screenshot = false

Definition at line 1018 of file game.h.

Referenced by do_turn().

◆ remoteveh_cache

vehicle* game::remoteveh_cache
private

Definition at line 1044 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ remoteveh_cache_time

time_point game::remoteveh_cache_time
private

Definition at line 1043 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ right_sidebar

bool game::right_sidebar = false

Definition at line 1014 of file game.h.

◆ safe_mode

◆ safe_mode_warning_logged

bool game::safe_mode_warning_logged = false
private

Definition at line 1033 of file game.h.

Referenced by check_safe_mode_allowed(), handle_action(), and set_safe_mode().

◆ scen

const scenario* game::scen = nullptr

Definition at line 981 of file game.h.

Referenced by start_calendar(), and start_game().

◆ scent

scent_map& game::scent

Definition at line 964 of file game.h.

Referenced by display_scent(), do_turn(), serialize(), setup(), unserialize(), update_map(), and vertical_shift().

◆ scent_ptr

pimpl<scent_map> game::scent_ptr
private

Definition at line 950 of file game.h.

◆ seed

unsigned int game::seed = 0
private

Seed for all the random numbers that should have consistent randomness (weather).

Definition at line 1062 of file game.h.

Referenced by get_seed(), serialize_master(), start_game(), and unserialize_master().

◆ sFilter

std::string game::sFilter
private

Definition at line 1029 of file game.h.

Referenced by list_items(), and reset_item_list_state().

◆ show_panel_adm

bool game::show_panel_adm = false

Definition at line 1013 of file game.h.

Referenced by draw_panels(), and load_static_data().

◆ spell_events_ptr

pimpl<spell_events> game::spell_events_ptr
private

Definition at line 957 of file game.h.

Referenced by game(), and spell_events_subscriber().

◆ stats_tracker_ptr

pimpl<stats_tracker> game::stats_tracker_ptr
private

Definition at line 953 of file game.h.

Referenced by game(), serialize(), stats(), and unserialize().

◆ ter_view_p

tripoint game::ter_view_p

Definition at line 985 of file game.h.

Referenced by draw(), and draw_ter().

◆ tileset_zoom

int game::tileset_zoom = 0
private

How far the tileset should be zoomed out, 16 is default.

32 is zoomed in by x2, 8 is zoomed out by x0.5

Definition at line 1059 of file game.h.

Referenced by get_zoom(), look_around(), mouse_edge_scrolling_terrain(), reset_zoom(), set_zoom(), zoom_in(), and zoom_out().

◆ timed_event_manager_ptr

pimpl<timed_event_manager> game::timed_event_manager_ptr
private

Definition at line 951 of file game.h.

◆ timed_events

timed_event_manager& game::timed_events

Definition at line 965 of file game.h.

Referenced by do_turn(), natural_light_level(), and setup().

◆ token_provider_ptr

pimpl<drop_token_provider> game::token_provider_ptr

Definition at line 974 of file game.h.

Referenced by serialize(), setup(), and unserialize().

◆ turnssincelastmon

int game::turnssincelastmon = 0

Definition at line 1020 of file game.h.

Referenced by handle_action(), mon_info_update(), and setup().

◆ u

avatar& game::u

Definition at line 963 of file game.h.

Referenced by add_artifact_dreams(), add_npc_follower(), autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), calc_driving_offset(), cancel_activity_or_ignore_query(), cancel_activity_query(), catch_a_monster(), centerlistview(), chat(), check_safe_mode_allowed(), cleanup_at_end(), control_vehicle(), create_starting_npcs(), critter_at(), critter_by_id(), death_screen(), disable_robot(), disp_NPCs(), display_scent(), do_turn(), draw(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_line(), draw_look_around_cursor(), draw_minimap(), draw_panels(), draw_ter(), draw_trail_to_square(), draw_veh_dir_indicator(), drop(), drop_in_direction(), exam_vehicle(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), fungal_effects::fungalize(), get_dangerous_tile(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_move(), grabbed_veh_move(), handle_action(), handle_key_blocking_activity(), inv_map_splice(), is_game_over(), is_hostile_within(), is_in_viewport(), item_action_menu(), knockback(), list_items(), list_items_monsters(), list_missions(), list_monsters(), load(), look_around(), mon_info(), mon_info_update(), monmove(), move_save_to_graveyard(), moving_vehicle_dismount(), npc_menu(), on_move_effects(), open_consume_item_menu(), overmap_npc_move(), peek(), perhaps_add_random_npc(), phasing_move(), pickup_feet(), place_player(), place_player_overmap(), print_all_tile_info(), print_creature_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_activity(), process_artifact(), process_voluntary_act_interrupt(), prompt_dangerous_tile(), quickload(), remoteveh(), remove_npc_follower(), save(), save_player_data(), serialize(), set_driving_view_offset(), setremoteveh(), shared_from(), slip_down(), fungal_effects::spread_fungus_one_tile(), start_game(), start_hauling(), toggle_gate(), try_get_left_click_action(), try_get_right_click_action(), unserialize(), update_map(), update_overmap_seen(), update_stair_monsters(), use_computer(), validate_camps(), validate_npc_followers(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), win(), win_screen(), and zones_manager().

◆ u_ptr

pimpl<avatar> game::u_ptr
private

Definition at line 947 of file game.h.

◆ u_shared_ptr

shared_ptr_fast<player> game::u_shared_ptr
private

Definition at line 1024 of file game.h.

Referenced by shared_from().

◆ uquit

quit_status game::uquit

Used in main.cpp to determine what type of quit is being performed.

Definition at line 977 of file game.h.

Referenced by cleanup_at_end(), do_turn(), get_player_input(), handle_action(), is_game_over(), and setup().

◆ user_action_counter

int game::user_action_counter = 0
private

Definition at line 1056 of file game.h.

Referenced by get_user_action_counter(), and handle_action().

◆ w_minimap

catacurses::window game::w_minimap

Definition at line 989 of file game.h.

Referenced by create_or_get_main_ui_adaptor(), and draw_minimap().

◆ w_minimap_ptr

catacurses::window game::w_minimap_ptr
private

Definition at line 1027 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ w_omlegend

catacurses::window game::w_omlegend

Definition at line 988 of file game.h.

◆ w_overmap

catacurses::window game::w_overmap

Definition at line 987 of file game.h.

◆ w_pixel_minimap

catacurses::window game::w_pixel_minimap

◆ w_terrain

◆ w_terrain_ptr

catacurses::window game::w_terrain_ptr
private

Definition at line 1026 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ wait_popup

std::unique_ptr<static_popup> game::wait_popup
private

Definition at line 1075 of file game.h.

Referenced by do_turn().

◆ was_fullscreen

bool game::was_fullscreen = false

Definition at line 1016 of file game.h.

Referenced by load_static_data(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ weather_manager_ptr

pimpl<weather_manager> game::weather_manager_ptr
private

Definition at line 959 of file game.h.

◆ zones_manager_open

bool game::zones_manager_open = false
private

Is Zone manager open or not - changes graphics of some zone tiles.

Definition at line 1052 of file game.h.

Referenced by is_zones_manager_open(), and zones_manager().


The documentation for this class was generated from the following files: